The Forge Reference Project

 

Topic: What is Freeform?
Started by: Windthin
Started on: 8/25/2003
Board: RPG Theory


On 8/25/2003 at 7:41pm, Windthin wrote:
What is Freeform?

This thread shoots off, basially, of "Stumbling Around a Rebuttal" and "What is a Mechanic". Somebody mentioned defining freeform... so let's.

Some seem to think of freemform as formless, devoid of system mechanics. There was a lot of talk about whether something was diceless or freeform, with an arbitary line drawn between the two. Now, it seems evident to me that when freeform was being spoken of, it was not some chaotic, nebulous void out of which anything could spring. There were clearly underlying foundations and principles; the world, the setting itself. Hell, the lumpley principle everybody is so fond of quoting: the agreement between the players and the storyteller that keeps the world going. So what DOES separate freeform from diceless? Does anything truly? Or is the term freeform extraneous, unnecesary... obsolete?

It would seem that the thing that separates diceless freeform is this: diceless does use specific mechanics to aid in determining the results of conflict or random occurences -- it simply doesn't use dice. Freeform still works within a system, but the mechanics used for resolution are a sharp mind and well-chosen words, and a general concurrence by those involved. Personally, I don't think freeform works all that well, as it takes a rather responsible group to pull it off; it is the nature of people not to like losing, and that shows through in any situation where they are given the option of determining whether or not they will succeed or fail. Diceless combines group assent with some other factor; in Amber, you have the rankings, and various definite levels of power and ability.

Conclusion:
Diceless = A resolution based on solid mechanics and quantities that does not involve the rolling of dice.
Freeform = A resolution based on group consent and setting standards that does not involve the rolling of dice or usage of alternate mechanics/quantitive measurements.

That's still a fine line... you can still argue that in freeform, yes, there are degrees of power and ability and so on... you leap to utter chaos, however, what some consider freeform but which isn't really when you think about it, when resolution is based solely on whim and exists entirely outside any mechanics, setting, or social pact.

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On 8/25/2003 at 8:19pm, Lxndr wrote:
RE: What is Freeform?

Looking at the definition of mechanic as a step-by-step process (or mechanism if you prefer to be pedantic), I would have to say freeform play is "play devoid of such mechanics."

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On 8/25/2003 at 8:20pm, jdagna wrote:
RE: What is Freeform?

I would venture a slightly different definition of the two.

A diceless system provides rules that allow reasonably objective and repeatable decisions to be made without the use of dice. For example: I hit you because I have a higher skill.

A freeform system arrives at results through subjective criteria so that decisions may be inconsistent. For example: I hit you because the GM decided that we were about equal in fighting skill, but felt that my character's anger gave him an advantage.

It might be better to say mechanic instead of system, since a game could use a combination of these and other elements. I didn't just to avoid the question of whether you can have a "freeform mechanic". It's also worth pointing out that in my experience, most people playing "freeform" actually have an unwritten diceless system.

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On 8/25/2003 at 8:31pm, lumpley wrote:
RE: What is Freeform?

Justin wrote: It's also worth pointing out that in my experience, most people playing "freeform" actually have an unwritten diceless system.

Yes yes a thousand times yes!

I think "freeform" is hate speech or pride speech depending who's saying it, not a real live thing at all. We all apportion credibility socially. We all have Systems by which we come to consensus about things in-game. They're different in particulars, but not in any essentials.

-Vincent

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On 8/25/2003 at 8:47pm, Hunter Logan wrote:
RE: What is Freeform?

jdagna wrote: It's also worth pointing out that in my experience, most people playing "freeform" actually have an unwritten diceless system.


I also completely agree with this point.

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On 8/25/2003 at 8:48pm, Lxndr wrote:
RE: What is Freeform?

jdagna wrote: It's also worth pointing out that in my experience, most people playing "freeform" actually have an unwritten diceless system.


I agree with this. This is why I'm happy to see a definition of "mechanic" that's different from "system" - it allows me to define freeform as "a system without any form of concrete mechanic."

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On 8/25/2003 at 9:52pm, John Kim wrote:
RE: What is Freeform?

lumpley wrote: I think "freeform" is hate speech or pride speech depending who's saying it, not a real live thing at all. We all apportion credibility socially. We all have Systems by which we come to consensus about things in-game. They're different in particulars, but not in any essentials.

Hold on. There is a real live difference between, say, my playing in a straight Champions game and playing in a freeform game where we don't have any rulebook. For example, consider my playing make-believe with my 3-year-old son using his stuffed animals. You can waffle about whether this difference is truly "essential", but it exists and is important to many people.

In common usage, "freeform" means that there is no written or verbal set of rules which people refer to for play. The question is, how is this different in practice from non-freeform play? The implication you made is that freeform really uses an unwritten system. Put another way: if you studied the freeform play, you could write up a finite set of rules, and then using those rules would be identical to the freeform play. I am skeptical. Clearly, consensus happens at various times -- so there is some process going on. But it isn't clear to me that it can necessarily be reduced to something less than a hypothical million-page book of psychology which explains all human interaction.

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On 8/25/2003 at 10:24pm, Hunter Logan wrote:
RE: What is Freeform?

I don't know about the term freeform being some sort of hate or pride speech. I do know I've been conducting some experiments in remarkably minimalist roleplaying with decidedly not-roleplaying-oriented-people, and I have been amazed by just how little in terms of rules and/or mechanics are required to change a game of freeform storytelling into a recognizably minimalist rpg. And I admit, the experiences forming my opinions are personal, that I can't really use it as more than anecdotal evidence, etc, etc, etc... But that said, it is enough to help me form the opinion that even the most apparently freeform, mechanic-free, soft, squishy arrangement for play ends up with... If not mechanics, then at least a set of rules and boundaries that form the structure for a very light and squishy system. I am fairly certain that articulating the basic tenets of those rules would not require a million-page manual, but I am equally certain the rules would change from group to group and maybe even session to session with the same group.

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On 8/25/2003 at 10:32pm, jdagna wrote:
RE: What is Freeform?

John, I think freeform can be reduced to unwritten diceless because of past play, not because of psychology or social factors (which are still important).

Think of it like the legal system. Early legal systems had the two parties appeal to the chief, who made a decision based on what he thought - freeform justice, if you will. But how long do you think it took before someone said "Hey, wait! When Joe killed Fred's cow, he was only fined two cows, but you're fining me three cows!"? I imagine it took only a few years at the most.

It's at this point when things are no longer freeform. The longer you play, the larger the body of precedent becomes, and the more you use precedents the more they start looking like rules.

This isn't to say that freeform play is impossible (as I think lumpley was) but that maintaining it as freeform is very unlikely.

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On 8/25/2003 at 11:31pm, lumpley wrote:
RE: What is Freeform?

John, Justin, exactly the opposite. I'm saying that all play is freeform, essentially, but some play is freeform with mechanics.

Every actual game would require a million pages to write. Every game is about social interaction.

Really what I'm saying is that "don't fuck up Vincent's fey woods" is exactly the same kind of bug, where it matters, as "roll to hit."

-Vincent

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On 8/26/2003 at 1:51am, jdagna wrote:
RE: What is Freeform?

lumpley wrote: John, Justin, exactly the opposite. I'm saying that all play is freeform, essentially, but some play is freeform with mechanics.


I understand what you're saying - all types of games draw heavily on similar elements, especially the social.

However, for the sake of making words useful, I would just make the following distinctions:

- what you call "freeform play" is in fact just "play" and thus "freeform with mechanics" is just "play with mechancis"
- what you'd call "play without mechanics" is just "freeform"

Without these kinds of distinctions, it seems like you're hurting RPG theory by collapsing more and more meaning into fewer and fewer words, making it increasingly difficult to discuss anything.

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On 8/26/2003 at 2:36am, lumpley wrote:
RE: What is Freeform?

Justin, maybe. Why are we distinguishing between play where some of the rules are mechanical and play where none of the rules are mechanical again?

Irritable rhetorical questions, forgive me: How many mechanical rules per unit time does it take to make a game not freeform? Or is our commitment to using mechanical rules to resolve conflicts sufficient, even in a game session where the need doesn't arise? Or is play freeform moment-to-moment except when mechanical rules have been immediately invoked, so a typical game session lurches from freeform to not whenever anybody picks up the dice?

I think that, for discussion, we ought to be explicit about considerations of social vs. mechanical rules. Check this out:

"We decreased our reliance on the mechanics in the book in favor of overt inter-participant consensus-building."

"We decreased our reliance on the mechanics in the book in favor of subjective dice-interpretation on the part of the GM."

"We drifted toward freeform" could mean either. It's casual and convenient and I don't have any problem with it as such, but it doesn't describe what actually happened in a discussion-facilitating way.

In other words, I'm not calling anything "freeform play". I'm calling play "play", and treating the types of rules you use as a variable on top, to be specified at need.

-Vincent

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On 8/26/2003 at 4:38am, M. J. Young wrote:
RE: What is Freeform?

Just a moment ago, over in the parent thread, I wrote: On the subject of what is freeform, I'd say this:

• A freeform system uses strictly drama resolution.• In a freeform system, no one vetoes a declared event or action, but merely modifies it through other declared events or actions.

I think those are the essentials.
John has me questioning this.

I do think that freeform is something of a pride word for pure drama play; I don't think it's impossible to play that way. I agree that it's the sort of play that breaks down easily over social contract issues.

This is, as John implies, exactly the sort of let's pretend play kids do as LARPs--cops and robbers, or whatever. It breaks down when someone uses his social position to "beat" the other players, and they don't like it. If we can achieve continuing consensus, we're good; if we disagree, we have no fallback, unless there's a drama rule apportioning credibility to one person who gets to decide whose depiction of events will be considered correct.

So I don't think it's "freeform" that's really the problem; it's "diceless". "Diceless" is used for a catch-all for any system that doesn't use fortune mechanics, placed in opposition to any system that does. That means it's really a negative definition: Diceless=Devoid of fortune mechanics. It doesn't tell you what mechanics are in use; they could be mostly drama, mostly karma, or very balanced between the two. "Freeform", despite the use by those who think it superior, is a better term, as it suggests total drama-based resolution.

Justin, I'm struck by the fact that you also thought of precedent in relation to drama. However, as I noted on the other thread, the decision as to whether precedent is binding is itself a foundational mechanic in drama systems, and you can have such a system in which it is not important.

--M. J. Young

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On 8/26/2003 at 7:06am, Halzebier wrote:
RE: What is Freeform?

So far, I never associated the term "freeform" with diceless play (rather the opposite, but that was a result of not seeing a formalized diceless game such as Everway for many years).

I've played quite a bit of what I'd call "freeform", most of which came down to "write down a couple of strengths and weaknesses for your character" and "roll a die, high is good, low is bad". Should these be called rules and the games be labelled as "not-freeform" as a result?

Please note that the principle "high is good, low is bad" was occasionally inverted during our games. This usually happened after no dice had been rolled for a while (after a pizza break or long dialogue, for instance) and people had forgotten about the original 'convention'.

Similarly, different dice were used at different times - whichever were at hand first, really.

I guess that, for me, "freeform" has so far meant that no rules - written, implied or planned - exist *at the beginning* of the game, but are made up as one goes along.

Such newly created rules will usually cover only the situation at hand. They might be reused when the same situation crops up again, but they may fall by the wayside just as well (e.g. if the group desires a much quicker or more detailed resolution this time around, to name two typical motivations).

(If what I have described above is generally not considered freeform at the Forge, then what is it? Is there a term/definition?)

Regards,

Hal

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On 8/26/2003 at 7:43am, jdagna wrote:
RE: What is Freeform?

In regards to your rhetorical questions, Vincent, I would say with some confidence that the mere commitment to mechanical rules/resolutions is sufficient to prevent play from being labelled free-form.

We could qualify this using the same vague "instance of play" definition used for GNS modes. Thus, you could have freeform instances intermingled with mechanical instances depending on exactly what scale you use. However, no mechanical game says "You must not do things the rules don't cover" so I see these small pockets of freeform play as being well within the mechanics, bringing us back to the previous paragraph.

Why discuss this at all?

For one thing, I think play with mechanic rules is significantly different from freeform play (in the way that Narrativist play is significantly different from Gamist play, even if they share some common elements). Mechanical rules state up front that doing x gets you y (with differing amounts of certainty depending on the resolution system). This guarantee affects player behavior.

A simple example: a goup of players have disabled a dragon and can take its treasure without killing it. In D&D, the experience mechanic affects behavior - players are almost guaranteed to kill it. In a Palladium game, you might actually get more experience for letting it live, making that option more likely. In a freeform game, without the mechanical x begets y, players are more likely to weigh the choice in totally different terms.

Mechanics changes the nature of the game for better and for worse, so I find it very worthwhile to examine play without mechanics. It appears that most mechanics offer consistency in exchange for freedom. I'm sure a political science major would find this fascinating as a parallel to Leviathan.

Anyway, I agree that you can't just say freeform and know exactly what people are doing. But this is true of almost every term we use. You can't say Gamist and know exactly what people are doing either, just that they're likely to be using some subset of behaviors associated with Gamist modes.


M.J. - I'm in total agreement that precedent need not be binding, which is why I feel like I can make the statement that freeform play is still possible.

I first became really aware of its importance in a game we called freeform (but was really diceless, since we had a simple system in place). After a few years of play, a few of us noticed that precedents had accumulated to the point where the written rules probably constituted less than 10% of the actual rule set people were playing with. Furthermore, another group of people had stolen my rules for their own game and had tacked on their own unwritten precedents. Our written rules were almost identical, but I literally couldn't figure out what they were doing half the time.

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On 8/26/2003 at 1:49pm, lumpley wrote:
RE: What is Freeform?

Hey Justin.

I think play with mechanic rules is significantly different from freeform play... Mechanical rules state up front that doing x gets you y (with differing amounts of certainty depending on the resolution system). This guarantee affects player behavior.

But - okay, bear with me - but we aren't talking about playing with mechanical rules vs playing with no rules. All rules, mechanical or otherwise, offer guarantees and affect player behavior. That's what they do.

Is there some reason that mechanical rules as a class are special at the System level? I don't see it. At the System level I see the effects of individual rules and how the individual rules interrelate, whether they're mechanical or what.

Unlike G, N and S, a game's System must function and be analyzable at the individual decision, single statement level. You can't define System over an instance of play because the instance of play arises from the action of System.

-Vincent

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On 8/26/2003 at 4:06pm, Mike Holmes wrote:
RE: What is Freeform?

Just a quick bit of history to put things in perspective at this point.

First, I am to blame for the use of the term Freeform here. Let me explain. I am aware, as are most of us, that there exist styles of play out there that do not resemble tabletop much because they don't use many of the devices which we do (indeed I'd played some small amount myself). a long while back, I was curious about this phenomenon, as I see it as philosphically important, and asked what people who do it typically call it. The problem is that, essentially, there doesn't seem to be a consensus. I could speculate that this is because, having an anarchist spirit, they don't want to be lableled. But that's neither here nor there. The point is that there's no commonly used term.

When I asked, Lance (of Wolvesden fame and frequent TROS poster) said that he'd had some experience with it, and that mostly it was just called Role-playing. But that's hardly enough to categorize it clearly. When pressed, he said that occasionally it was called Freeform, when it needed to discriminate itself from tabletop.

I'm sure we can dig up the original thread if it's important.

I latched on to this term because it seemed apt. Now, that said, even I had worries about the term at the time. One of which is that it's also the term that many LARPers (especially in Australia) use to describe the style of LARP they run. Some of which have a lot of rules, actually.

But having nothing better, I've continued to use it, and it's caught on around here. So, Vincent, I rather suspect that few people would ever use Freeform as a pride statement as they don't use the term much at all. I do understand your point that people will react dogmatically to the dichotomy, however. And just a caveat, don't think that using the term will make you any more intelligible to that community, either, as it's likely not something that they use.

Blake, can you speak to this at all?

Anyhow, as with all RPGs, I agree that the Lumpley Principle applies. The players are using some method to determine what happens in game, even if that method is "do whatever you want". That can be the system, but it has to be understood first to work. So it counts.

One of the reasons that I use "mechanic" the way that I do (and I actually formerly used system before we agreed on it's broader use), is so that one can delineate between these styles, then. Basically, I see a game as more freeform the less mechanical it is. That said, it's all a big spectrum (like the hard to soft thing with mechanics) and few games would be purely one or the other to be precise.

That's the point at which I see the term freeform being usefull. Some players like mechanics, some players do not. Those in the former group tend to play tabletop games, and those in the latter group are drawn to Freeform. That's where I'm at with my usage.

Mike

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On 8/26/2003 at 4:24pm, Jack Spencer Jr wrote:
RE: What is Freeform?

Defining freeform is problematic since in traditional discussion and in Forge discussion it seems to be something different.

I agree with John on this. Freeform is a bit more than rules unwritten. Freeform is more like Bruce Lee's Jeet Kune Do as describe in the bio pic Dragon: The Bruce Lee Story "It is like water. It favors formless and as such can assume all forms"

Player in a freeform game come across a situation. Through the lumpley principle they find a method to resolve it and then move on. This method they used to reach agreement fades back into formlessness. It may be used again if a similar situation comes up, it may be modified, it may never be used again.

This is freeform. Not to be confused with diceless, randomless or pure Drama.

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On 8/26/2003 at 6:26pm, Mike Holmes wrote:
RE: What is Freeform?

I see your point, Jack. And if that's pure Freeform, I can go with that definition. But I like to think of the term as a relative adjective. Such that I can say that as a game approaches what you describe as Freeform, that I can say, "X game is pretty darn freeform." In any case, if we go with your definition, I'll be saying things like, "Game Y is pretty close to Freeform."

Or perhaps I'll have to speak of "mechanicless" games?

Mike

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On 8/26/2003 at 6:52pm, lumpley wrote:
RE: What is Freeform?

Ah, Mike, now that I'm okay with. Game x was more freeform than game y, but game z was more fast-paced than either, and game w was more monkey-oriented than all three by far. "Freeform" is something that games have, not something they absolutely are or aren't.

Very fine.

-Vincent

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On 8/26/2003 at 6:59pm, Mike Holmes wrote:
RE: What is Freeform?

What's the opposite of Freeform then, however? Anti-freeform? Hardform? Mechanicky?Mechanist? Mechanistic? Rulz Hevy? :-)

Mike

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On 8/26/2003 at 7:02pm, lumpley wrote:
RE: What is Freeform?

Crunchy.

-Vincent

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On 8/26/2003 at 7:16pm, Mike Holmes wrote:
RE: What is Freeform?

Uh, I dunno. MLwM has considerable amounts of mechanics, but I wouldn't call it crunchy. That, to me, has always indicated an amount of detailism (but it probably does relate to the "hard" designation).

Mike

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On 8/26/2003 at 9:28pm, Windthin wrote:
RE: What is Freeform?

lumpley wrote: John, Justin, exactly the opposite. I'm saying that all play is freeform, essentially, but some play is freeform with mechanics.


To a fair extent, I agree with this. Unless you are talking strictly, utterly objective games like chess, there is always an element that goes beyond the base mechanics. Freeform often IS used either proudly or hatefully. It's a term I don't much like, because, as we can see in this discussion, it's a loaded term, carrying an amazing amount of baggage with it already. For detractors, freeform is chaos. For proponents, freeform is independence from what they see as archaic and unrealistic systems. I find a middle-ground, a compromise, to be far more desireable, to recognize that all good roleplay requires the players and storyteller to go beyond the numbers and the stats and the figures and the system into description and personality and mood and plot... this is why I wonder where you draw the line between full freeform and diceless. Full freeform would seem to be entirely subject, as even the very world itself and its laws can shift at the whims of the players. I don't think even the most chaotic of games approaches that (oh yes, I do believe in controlled chaos, the semblence of chaos).

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On 8/26/2003 at 9:36pm, Windthin wrote:
RE: What is Freeform?

lumpley wrote: Ah, Mike, now that I'm okay with. Game x was more freeform than game y, but game z was more fast-paced than either, and game w was more monkey-oriented than all three by far. "Freeform" is something that games have, not something they absolutely are or aren't.

Very fine.

-Vincent


Agreed.

As to the opposite of freeform... ::chuckles:: Try Backbreaking. Actually, I am currently playing in a game where the system is so complex, it's run through a "book" on Excel. Droning, monotonous... tight. Tight comes to mind, everything clockwork and coiled, no loose nuts and bolts, no room for anything else. I don't know. I could make a joke, toss out the name of a rules-bound system, but I don't believe a term actually exists for that. Wind-up almost, I think of, animatronic, like some theme-park thrill ride, you're just there but the machines do all the work. I don't think anything is quite THAT bad, clearly, but you get the jist.

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On 8/27/2003 at 7:24am, Jack Spencer Jr wrote:
RE: What is Freeform?

Mike Holmes wrote: I see your point, Jack. And if that's pure Freeform, I can go with that definition. But I like to think of the term as a relative adjective. Such that I can say that as a game approaches what you describe as Freeform, that I can say, "X game is pretty darn freeform." In any case, if we go with your definition, I'll be saying things like, "Game Y is pretty close to Freeform."

Or perhaps I'll have to speak of "mechanicless" games?

I don't know. If we continue with the water analogy, non-freeform games freeze the water into ice or channel it into aqueducts.

Perhaps, using the term I'm not favoring, Method, the opposite of freeform is Methodical. As in social situations in game X are handled freeform but the combat rules are methodical.

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On 8/27/2003 at 1:27pm, lumpley wrote:
RE: What is Freeform?

Structured, how about? That would include My Life with Master.

I don't see why we need a strong word for non-freeform, though. We don't need a strong word for non-d8-intensive or non-monkey-oriented.

Let's please not continue with the water analogy; there's no sense in which mechanical rules freeze or channel the game but non-mechanical rules don't.

-Vincent

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On 8/27/2003 at 3:19pm, Lxndr wrote:
RE: What is Freeform?

I could support either Structured or Methodical.

I wouldn't mind seeing an agreed-upon antonym, if for no other reason than "non-freeform" just feels like a clumsy way to phrase something.

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On 8/27/2003 at 5:01pm, Jack Spencer Jr wrote:
RE: What is Freeform?

lumpley wrote: I don't see why we need a strong word for non-freeform, though. We don't need a strong word for non-d8-intensive or non-monkey-oriented.

Mostly because d8's and monkeys don't come up all that often across many games or RPG discussion while freeform does.
Let's please not continue with the water analogy; there's no sense in which mechanical rules freeze or channel the game but non-mechanical rules don't.

The difference is that the in a methodical game, the method is already frozen into place.

Let's try something else.

Kitchen Statium. Turn a home-ec dropout in Kitchen Stadum with all of those ingredients and tools and ask them to make a gourmet dinner and they're likely turn out something inedible. Strange how the Iron Chefs can turn out something fit for consumption every time. It's because the Chef has knowledge and skills the home-ec dropout does not. Now, give this person a cookbook and now they have a method they can follow to produce something worth eating.

This analogy was more to show methodology vs slamming against freeform (or to argue over whether the Iron Chef is cooking freeform or not.)

My thoery here is that freeform alows the players to create, find or use whatever methods they would like to use in play and also allows the freedom to not use methods if they so choose. Methodical play uses a cook bokk, if you will. You follow a recipe to achieve desired results.

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On 8/27/2003 at 6:35pm, lumpley wrote:
RE: What is Freeform?

You're changing the definition on me.

I understood "freeform" to mean that the System is based on non-mechanical rules. What you're saying now is that "freeform" means that the System is based on improvised rules. You're leaving unsaid whether the improvised rules can be mechanical or not. (I suspect you're conflating improvised and non-mechanical, in fact.)

Actually, that's my favorite definition so far of all:
A game is "freeform" insofar as its System is based on improvised rules (be they mechanical or non-mechanical) rather than preestablished ones.

That matches my experience nicely, including times when I've improvised mechanical rules, and it incorporates the observed tendency of freeform games to become less freeform as precedents establish.

Naturally, improvised rules will tend to be less mechanical, because it takes time and effort to create mechanical rules. Some sets of improvised rules will contain no mechanical rules.

Is that cool with you? How about you, Mike?

If we need to discuss mechanical vs. non-mechanical further, Jack, I stand by this:

I wrote: Is there some reason that mechanical rules as a class are special at the System level? I don't see it. At the System level I see the effects of individual rules and how the individual rules interrelate, whether they're mechanical or what.


-Vincent

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On 8/27/2003 at 7:28pm, John Kim wrote:
RE: What is Freeform?

lumpley wrote: Actually, that's my favorite definition so far of all:
A game is "freeform" insofar as its System is based on improvised rules (be they mechanical or non-mechanical) rather than preestablished ones.

That matches my experience nicely, including times when I've improvised mechanical rules, and it incorporates the observed tendency of freeform games to become less freeform as precedents establish.

Hmm. I would tend to say that a game which strictly adhered to precedent would be less freeform. Certainly the games which I would call freeform all lack strict precedent.

I think the cooking analogy is very apt. Someone who cooks without a recipe (i.e. freeform) doesn't measure how much sauce he is putting in. Of course, he still puts in an amount and still has an end product of the meal. However, when he cooks the same thing later, it will come out different. He may develop limited instinct about how sauce balances the taste, but it will also vary deliberately since sometimes he may want less sauce and sometimes more.

This is different than someone who is trying to invent a recipe. That cook carefully measures the ingredients he uses, and keeps track of it. When he cooks it again, he may vary the ingredients -- but he does so with measured intent. Eventually he settles on a recipe which he likes, perhaps with some defined alternates.

Both of these are improvised in the sense that they are not adhering to a pre-established recipe. But only the former is freeform, in my view.

NOTE: There is a question of approach here. I am trying to describe my experience of how gamers tend use the word "freeform" in conversation. It does have meaning, as I recall, say, from the naming of Fudge (which was originally an acronym with "Freeform" as the first word). On the other hand, one could also approach it as coining a term: i.e. choose a clear definition which may be different than the most common usage.

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On 8/27/2003 at 7:34pm, Windthin wrote:
RE: What is Freeform?

Windthin wrote: Actually, I am currently playing in a game where the system is so complex, it's run through a "book" on Excel.


Just to clarify, I don't consider this game I mentioned at ALL boring. It IS highly complex, though, and I can see the danger of getting too complex. ::chuckles::

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On 8/27/2003 at 7:38pm, Mike Holmes wrote:
RE: What is Freeform?

I think that this description suffers from two problems. It seems to imply that players change the rules a lot, and that they do use mechanics quite a bit. Which means that you always have to attach that rider about "given that it's difficult, people don't make up mechanics".

Further, I think that it ignores motive. I think that people who play freeform do so precisely because they find mechanics to be problematic in play. Not because they want freedom to do what they want, but because they want freedom from mechanics. So, yes, I think that freeformers do allow their rules to change, but, you know what, so do I in my games. I drift the the systems I use all the time. So am I a freeformer?

I think we have two axes here. One is the mechanical axis. The other is represents willingness to change system.

In starting the use of freeform, I never intended to indicate that there was any more or less willingness to change system. Some freeformers are completely unwilling to change their system as they've developed it (though it may drift unintentionally, and may have been established "freely"). But the phenomenon I'm describing does have everything to do with mechanics. What's "freeform" is the use of player whim, Drama, as the primary means of determining results, with as few limitations on that as possible.

So, I'd reject the definition of freeform as willingness to change, or freedom from established rules. Because that's not the dichotomy we're describing. OTOH, I do think that the willingness to change is an interesting phenomenon, and should get it's own term. If it was Alterable, then we could speak of a Freeform Alterable game, or a Methodical Inalterable game, or the other corners of the area created by the intersection of the spectra.

Mike

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On 8/27/2003 at 7:56pm, Windthin wrote:
RE: What is Freeform?

Hmmm... first off, Mike, I think you take too much upon yourself. A lot of us here I am certain know the term freeform well. I know I have all of its facets... I've seen the extreme of those two spectra you listed, utter lack of mechanics virtually and fluidity of change, and pretty darn close to it as well. This is a topic that was bound to come up, I think, whatever terminology it used to take form

As to your diagnosis... I have to agree. I know some very strict, die-hard freeform gamers, and the highly-complex game I mentioned earlier frequently sees rules changes, to the point that many characters I had not even a year ago would be unplayable in the current system, let alone two, three, five years ago.

I should mention... most freeform gamers I know DO state that the reason they engage in freeform is because they do not feel systems, dice and similar means, can express what they want. They come right out and say they basically don't want those confines. But they frequently create other boundaries. I have been for a time now doing some freelance sort of work with a forum on-line that is definitely freeform, but has a large, established world setting and very definite rules about things like magic.

That aside, I still agree with your dual axes. I get the urge to add a third one, another dimension; you haver fludiity versus immutability, complexity versus simplicity, and whim/drama versus quantities and their companions (dice, ranks, what have you). It's the need, I think, to separate out the degree of detail from the method used.

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On 8/27/2003 at 8:54pm, Mike Holmes wrote:
RE: What is Freeform?

I'm not claiming that the term freeform is mine, or that we have to continue to use it in that fashion. Simply that the axis that we have used it to describe here has been, previously, all about not wanting to use mechanics. I started that, and am just speaking historically and locally. If we want to make the term freeform mean something else around here, that's fine; I don't have an attachment to particular terms. The only potential trouble will be with people who have followed the previous discussions here, and have an idea of what the term means. This will be a shift for them. There's a principle that it's bad form to change the local meaning of a term because of this effect.

That all said, I think that the problem here is, as I've said before, that there are multiple meanings to the term. I agree that we ought to, in the name of trying to capture them all appropriately, make a statement that what I've identified previously is only one axis that's identified with freeform.

So I'd redefine freeform as a label for play that has one or more of the three following qualities.

* relatively few mechanics
* a non-directed approach to deciding on system
* a tendency for system to change

I'm not sure about complexity. Though if mechanics are defined as what I'd call Hard Mechanics, then I suppose you could have an all Drama game with loads of soft mechanics.

Meh.

This is getting complicated. If we go with all sorts of potential axes (maybe four now), do we really want to label each and have terms for each end? Someone else wanna tackle this one? :-|

Mike

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On 8/27/2003 at 9:17pm, lumpley wrote:
RE: What is Freeform?

Well, you probably already know what I'd suggest. Leave "freeform" casual, not rigorously defined, and let's break the axes out into topics in their own rights.

When we play:

How committed are we up front to a particular set of rules? How willing are we to make big changes to our Systems mid-play?

How do we make decisions about rules? Who can propose rule changes (including introducing new rules), under what circumstances, and how do those proposals get acted on?

How many of our rules are mechanical? Of our mechanical rules, how hard are they?

Consider the space defined by those questions. As we design games, what territory within that space are we trying to cover? I'm thinking of the do-it-this-way approach vs. the toolbox approach.

This is all stuff to keep talking about, whether "freeform" gets a definition or not.

-Vincent

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On 8/28/2003 at 5:56am, Jack Spencer Jr wrote:
RE: What is Freeform?

lumpley wrote: I understood "freeform" to mean that the System is based on non-mechanical rules. What you're saying now is that "freeform" means that the System is based on improvised rules. You're leaving unsaid whether the improvised rules can be mechanical or not. (I suspect you're conflating improvised and non-mechanical, in fact.)

...

Is there some reason that mechanical rules as a class are special at the System level? I don't see it. At the System level I see the effects of individual rules and how the individual rules interrelate, whether they're mechanical or what.

Hence the What is a mechanic? thread. Both of these paragraphs are somewhat dependant on an understanding on that term.

We aren't as far apart on this matter. I am leaning toward using the term method vs. mechanic. I am thinking that freeform refers to not having formalized methods, but I don't believe it's possible to reach agreement about the imagined space without having a method or two. By method, I am naturally refering to roleplaying methods, not really normal social methods, like talking and stuff.

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On 8/28/2003 at 10:43am, Cemendur wrote:
RE: What is Freeform?

Jack Spencer Jr wrote: I am leaning toward using the term method vs. mechanic. I am thinking that freeform refers to not having formalized methods, but I don't believe it's possible to reach agreement about the imagined space without having a method or two. By method, I am naturally refering to roleplaying methods, not really normal social methods, like talking and stuff.


I agree and I have just formulated my agreement and the outline on the "What is a mechanic?" thread.

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On 8/28/2003 at 3:20pm, lumpley wrote:
RE: What is Freeform?

Jack, this:

I don't believe it's possible to reach agreement about the imagined space without having a method or two. By method, I am naturally refering to roleplaying methods, not really normal social methods, like talking and stuff.

Is plain nonsense. Of course it's possible to reach agreement about the imagined space with only really normal social methods like talking. That's what we mostly do. I do it all the time.

I'm all confused and irritated, and maybe it's me. Let's give it a couple days, what say?

-Vincent

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On 8/28/2003 at 8:33pm, Emily Care wrote:
RE: What is Freeform?

Vincent, sorry to post so soon--I'll be away for a bit, and I feel like this specific conflict has been spoken to in the other thread:

Jack Spencer Jr wrote: I don't believe it's possible to reach agreement about the imagined space without having a method or two. By method, I am naturally refering to roleplaying methods, not really normal social methods, like talking and stuff.

Applying terminology suggested on the "what is mechanics" thread, normal social methods such as "talking and stuff" are just that, methods by which dramatic resolution is arrived at. They are not "mechanics"( what Jack calls "role-playing methods") because the steps involved are unlikely to be consistent from one instance to another, and the range of outcomes may be not clearly delimited. The mechanic that may be involved, however, would be determining who gets to talk.

I think that's a very useful way to describe the difference between types of gaming techniques.

--EC

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On 8/29/2003 at 7:03am, Jack Spencer Jr wrote:
RE: What is Freeform?

I'd like to hit the <BACK> button a bit.

Forget what I said about freeform. What I've described is something, and if we call that freeform or not makes not difference to this conversation at this point.

Freeform, as it has been traditionally discussed and defined, is being able to do whatever you want in play. The common phrase is "if you say it, then it happens." The problem with this, as many detractors have noted, that, well, if you say it, then it happens. This can wind up being a roleplaying stone soup. Like throwing some of everything from you refridgerator and cupboards into a pot. It can lead to such odd situations like a British secret angent and an 18th century vampiress dancing in the corner while the barbarian sips camomille tea and plays Tetris on his mobile phone. Suddenly the hard-boiled detective arrives on a magic carpet covered with ants.

This is obviously Drama and such situations may have their own absurb charm

Jack, I'm holding your hand.

But there are other problems with this style of play

Jack, I'm licking your face.

Such as when someone says something that should be reacted to, but is not.

Jack, I'm setting your hair on fire.

It is sort of like the old Let's Pretend Yes I did-No you didn't arguement

Yes I did.

No you didn't.

To keep every instance of freeform play from devolving into this is where Drama really comes in.


Note: I separate out "talking and stuff" from roleplaying method because in the perspective on roleplaying thread someone mentioned that the English language must be a part of roleplaying and while deciding on a common language is important in roleplaying, it is important for communicating for nearly every other possible social application, and thus not very helpful for our discussion

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On 8/29/2003 at 7:14am, Jack Spencer Jr wrote:
RE: What is Freeform?

Emily Care wrote: The mechanic that may be involved, however, would be determining who gets to talk.

I'm actually thinking that the mechanics are not only about who gets to talk but about what you say when you do talk.

Example: my Elfs game has been going swimingly. I have been mostly running it as Freeform only refering to the rules occasionally and even then only as inspiration rather than rules. My players have been enjoying the freedom involved because I'm permissive. I let them do almost anything within reason. "Within reason" is the sticking point. I let them attempt any action even ones that would require specialized skills. No problem. Why not? But once the wife said "I fly up and do ..." and I vetoed it because she could not fly. Elfs can only fly the way rocks do. Thrown.

Anyway, this is what I'm talking about.

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