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Topic: Front-loaded relationship-driven Nar/Sim overlap
Started by: John Kim
Started on: 9/23/2003
Board: GNS Model Discussion


On 9/23/2003 at 7:30pm, John Kim wrote:
Front-loaded relationship-driven Nar/Sim overlap

OK, the subject here is Ben Lehman's description of a common style of his games, detailed more in this thread.

The key point about this style is that it handles all in-game interactions as simulation: i.e. the setting and characters are all narrowly kept to how they were designed in the initial setup. This matches my description of my Water-Uphill campaign from a Feb 2003 thread. It also sounds reflects a lot of Bruce Baugh's essay on Situationist Gamemastering.

First of all, I'd like to settle on a name for this. Is "front-loaded Nar/Sim" a reasonable label for it?

Second, I'd be interested in people's thoughts on their preferred rules system for such games. I used to use the Hero System for most of my games. In my opinion it worked great within the set of players that I had in Chicago. The drawback I have found since then is that it is very difficult to teach to new players. I don't have a general preferred system at this point. What system do you prefer for this -- or if like me you don't have one, what sort of a system would you be looking for? (I have some further thoughts on this but they'll take some time to compose.)

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On 9/23/2003 at 8:59pm, Mike Holmes wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I love Hero System, but I do think that you must have been lucky to overcome the Gamism that exists in the system. Or maybe you were Hybridizing that as well.

Anyhow, most of what I like from Hero System is available in simpler form in Hero Quest. And I find it enables exactly the sort of play that I think we're talking about. It doesn't model detail in resolution, but one can spec out things in great detail quickly when neccessary, as only one simple number on the same scale is ever needed.

For example, I can say that a castle wall has a 3w (23) resistance to climbing, and a 15w4 (95) resistance to being smashed (a giant with a similar strength might be able to do it).

Anyhow, I love the ease with which this modeling happens. As far as NPCs, having one with a Vengeful 10w1 is a really cool way to remind you of the character's priorities that comes out in play. I feel that relationships are similar, but for those with problems with that sort of rule, it's easily just dropped.

Mike

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On 9/23/2003 at 9:30pm, AnyaTheBlue wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

If I'm reading this all correctly, you're talking about what amounts to a Nar/Sim RPG where the Sim is a fairly structured situation provided through setting and color -- presumeably by the GM -- which is then gamed in using primarily Nar and Sim techniques.

So the 'front-loading' comes from the GM prebuilding not just the overall setting, but sort of stacking the deck in terms of what role the player characters will play in the coming scenario. You aren't dictating the end-condition, but you've made the starting conditions very particular and biased towards a particular set of priorities. It sounds like the PCs aren't just encountering the Relationship Map, but are actually given a specific role within it.

At least, that's what I got from the "You are church missionaries of a generally Good Church who for the most part have Right on your side" example.

I'd have to go with Ron on not calling this primarily Sim gaming. There's too much Nar in the setup. The players get to set their own priorities in terms of what they do and where they go, but because of their predetermined role, there are very specific ranges of reactions the NPCs are likely to have to those actions.

I think the difference I see between this and more 'straight' Sim play is what seems to me the tight coupling of the characters to the relationship map. That drifts Nar for me.

Does that make sense, or have I misunderstood something?

In terms of systems, well, I wouldn't do this with Hero. Hero is the game which made it clear to me that character building is a skill that the players have to develop to get the most out of the game. It's a kind of gamist front-loading of using it, if you will, and as you note, it's hard to teach it to new people. That lead me to largely abandon it, unless playing with other people who already know it as well as I do.

If I am reading all this correctly, I'd say any low gamist, high sim game could be used thusly. Too much Gamism can lead to abandonment of the Nar elements and the Sim elements which do tie to the Nar elements, I suspect.

BRP would work, I think. The Sim stays out of the way of the Nar with it, for the most part. I'd avoid GURPS, Hero, and other games with a lot of fiddly gamist optimizing in the rules. But that's just me, assuming I am reading this all right...

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On 9/23/2003 at 9:50pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hiya,

At the risk of analyzing in the absence of specific play data (but extrapolating backwards based on lots of your play-posts, John), I'm gonna say - Narrativism with strong Explorative foundation.

So, this can mean any number of things depending on what's Explored (character psychology with no quantitative mechanics, tactical decisions in combat with overwhelming quantitative mechanics, to name a couple), but the common feature is the defining one for Narrativism: commitment to thematic play, in which the "theme" isn't pre-set but is produced through what happens during play.

By "front-loaded," I think we're talking about a very strong emphasis on Situation, and I'm instantly put in mind of HeroQuest and Alyria. These are games in which the locale and the immediate issue there "sweep up" or already include the player-characters - and more importantly, do the same for the players. Ummm, add Castle Falkenstein and to some extent The Dying Earth as well.

In my terms, I call that Situation and Setting based Premise. By "Premise," I mean, issue or grabby problem. It fires up the people at the table, in terms of (ummm) the "human condition."

What's not front-loaded, if I understand correctly, is a great deal of "What I have to say about that" power in the hands of everyone at the table, in terms of character actions. Dice could be heavily involved or not, character/personality mechanics could be heavily involved or not, etc, etc. What matters is that nothing in the processes of play is oriented toward stifling a person's ability to comment upon the issue at hand, through the medium of play itself.

I strongly suspect that a lot of people who read "Simulationism relies on Exploration," failed to read further to the part, "to the exclusion of thematic or competititive-based priorities," and mistakenly tagged themselves as Sim-players.

This error has the extremely negative effect of ghettoizing all Narrativist play into pervy Narrativist play alone. Which incidentally cuts most Sorcerer games right out of the category.

Best,
Ron

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On 9/23/2003 at 10:05pm, jdagna wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Anya, I think the style we're talking about is more a case where the GM (or possibly the players) have designed the game (by which I mean the campaign/characters/relationships) so that Nar play results even if the players think in Sim terms.

I called it front-loading because the only place where Narrative issues are a conscious priority are at the beginning. After that, Sim issues are the conscious priority... but the situation was designed such that any exploration ultimately has to deal with the Premise.

It's kind of the opposite of No Myth style. Instead of changing the GM's plans to increase interest and involvement, the GM designs it so that interest and involvement are inevitable in that situation. A bunch of priests in a little town full of rivalries could sit around twiddling their thumbs and have interesting things happen anyways. And, Ben designed the city such that any decision the players make automatically has the kind of moral and thematic importance that fits Nar modes.

As for systems... I've always played this way and was actually a little surprised to learn that other GMs did it differently. I have used many systems and found that most of them supported this style. Warhammer Fantasy Role-Play has always been my favorite, but it worked pretty well in Palladium and GURPS as well.

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On 9/23/2003 at 10:22pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hello,

Justin, you're falling into the "consciousness" trap. Narrativist play is defined by observable commitment to getting that Premise turned into Theme. It doesn't have anything to do with the internal experience of doing so, which may be as "intuitive" and "unintentional" or any similar term as you please.

With that in mind, your "Sim" becomes Narrativism, with a strong Explorative foundation.

Now mind you, many a GM has made the error of thinking the Exploration alone can do the job of producing Theme, basically wanting Narrativist results to emerge from wholly Simulationist play. That is a pipe dream and often produces fizzled, frustrated play. Such a group often switches games in the hunt for the Perfect Setting that will Do It This Time, unaware that their own commitment to "playing in character" or similar stuff is hampering their ability to mean their own goals.

But that's a pitfall, and a slightly different topic. What you describe is indeed possible, fun, and wholly Narrativist play.

Best,
Ron

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On 9/23/2003 at 10:29pm, Ben Lehman wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Ron Edwards wrote: I strongly suspect that a lot of people who read "Simulationism relies on Exploration," failed to read further to the part, "to the exclusion of thematic or competititive-based priorities," and mistakenly tagged themselves as Sim-players.


BL> This troubles me.

The first and foremost reason is that this, essentially, relegates Sim to the "baseline RPG" experience which, quite frankly, it isn't, or ought not to be. I think that this assumption does two things:
1) It relegates Sim games to a "theoretically uninteresting" ghetto.
2) It relegates Nar and Gam games to a "not really RPGs" ghetto.

Both of these, I think, are disasterous, for obvious reasons.

Going further...

If it is true that any competitive or premise driven content drives an RPG out of the Sim category, than I have never in my life played, nor heard reports a Simulationist RPG -- by which I mean not a "game system" but an actual RPG session. Every game contains moral dilemnas or competition (in or out of game), and usually both. In fact, the only game which I can think of which featured neither of these is my oft-used Teenagers from Outer Space example -- but that also contained very little in-game exploration, so I have no idea what's what with that.

Going further...

All stories contain a premise, correct?
All role-playing games produce story (note: not necessarily a very good story, but a story)
Therefore all role-playing games contain some premise.

All role-playing games involve social groups
social groups of humans naturally compete
therefore, all RPGs contain competition elements

All role-playing games contain some exploration (we've already established this.)

Thus, all games contain some element of each of G, N and S. The only way that they can be defined is by what elements are the most important to the play of the game -- particularly the decisions made by the participants. If a game is played Sim, it is Sim, regardless if it contains competition (as Amber often does) or premise (as these example games do.)

A game without choices has no interest, and is patently unplayable. I can think of no one who would disagree with this.

yrs--
--Ben

P.S. Perhaps I am suddenly approaching Beeg Horseshoe Theory.

P.P.S. Sorry for the tone... just a leetle frustrated today.

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On 9/23/2003 at 10:42pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hi Ben,

Yeah, you're approaching the Beeg Horseshoe idea, and that is not a bad thing.

The only reason I'm not agreeing with you (and by extension, with Mike) about it is that many people have insisted to me, either angrily or with the gleam of inspiration in their eyes, that "Dream Only" role-playing is indeed precisely what they want, and precisely what they do. It's their testimony I'm relying on.

The first and foremost reason is that this, essentially, relegates Sim to the "baseline RPG" experience which, quite frankly, it isn't, or ought not to be. I think that this assumption does two things:
1) It relegates Sim games to a "theoretically uninteresting" ghetto.
2) It relegates Nar and Gam games to a "not really RPGs" ghetto.


I think this is over-reacting, really. The "not really RPGs" issue, in particular, is a bunch of hooey. No one knows "what" an RPG is, and if anyone thinks he or she does, they can just post it to get it demolished by a horde of rabid RPG-Theory deconstructers. And similarly, the issue "baseline RPG experience" role for Sim play is mistaking Exploration for Simulationist priorities. Exploration is the common baseline to all role-playing. Simulationist play means Exploration as the priority uber alles. Two different things.

Regarding Sim games then being "theoretically uninteresting," my only response is, don't mistake your personal preferences for How Things Are. I went through this with battle scars you can only imagine - because my initial reaction was identical to yours. "That's Simulationism? Christmas! How could anyone enjoy that?"

Hey Seth, can I cue the "Exploration/Dream" diatribe? Way back when, during various GNS controversy discussions at the Gaming Outpost, I endured my share of people rhapsodizing about how pure, and how glorious, role-playing without reference to (as I now call them) Step On Up and Story Now is, and how beknighted and indeed selfish I am to inflict these two priorities onto others. Seth did a nice job of explaining all of this while struggling not to kill me through resentful thought-waves at the same time.

Since that time, I have found that playing games like Dread and Godlike became much more fun once I recognized that I had to put those priorities aside, or at least (in my personal case) way down to a very dull roar. I still can't say I revel in the "Dream, nothing but the Dream" mode of play, but I'm willing to believe that the people who say they do aren't lying.

Best,
Ron

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On 9/23/2003 at 10:50pm, jdagna wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Ron Edwards wrote: Justin, you're falling into the "consciousness" trap. Narrativist play is defined by observable commitment to getting that Premise turned into Theme. It doesn't have anything to do with the internal experience of doing so, which may be as "intuitive" and "unintentional" or any similar term as you please.


Actually, I think I just wasn't clear enough. At one point I said "Nar play results even if the players think in Sim terms." By front-loading the Nar elements, you don't have to be conscious of them (thus players may be thinking only of Sim goals). The process of front-loading ensures that the behaviors are Nar, even if this isn't conscious among the participants during play.

And, as I've said elsewhere, I'm not entirely comfortable with this assessment, but I know it's the "party line" as far as what you've written goes. I'm waiting for the Nar essay before trying to come up with my final argument on the topic.

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On 9/23/2003 at 10:52pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

If I'm not mistaken, we're cross-posting quite a bit, responding to posts that precede what the person wrote most recently.

I'm gonna slow down and let everyone get their words in edgewise, and if possible, everyone, please read everything.

Best,
Ron

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On 9/23/2003 at 10:55pm, AnyaTheBlue wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

justin wrote:
A bunch of priests in a little town full of rivalries could sit around twiddling their thumbs and have interesting things happen anyways. And, Ben designed the city such that any decision the players make automatically has the kind of moral and thematic importance that fits Nar modes.


I think this is the key point that Ron is talking about. What makes it automatic that Nar will fall out of your situation? Nothing, I think. Unless what you are talking about is knowing your players, and feeding them rope you know they won't be able to leave alone (a lot of gaming between me and my brother, whom I grew up gaming with, is this sort).

The Nar doesn't come from the situation you've got set up, but the combination of the situation, your belief/knowledge of your players, and your understanding of their likely actions. The players are part of the mix. If they don't commit to exploring your narrative structure it won't happen. The fact that they have to commit to the exploration of the themes you are throwing out makes it Nar, not Sim. Sim (for me) is stuff like rules for intricate politics and mechanical effects and stuff like that. Hero and GURPS.

The situation does not require the events or conflicts you are positing. They can't as long as the players have narrative control over their characters and are able and willing to choose actions that won't bring your narrative elements into play. The 'fact' that the players will choose to explore the situation you give them, which will bring about the narrative play elements you are intending, is different from 'inevitability'. The situational Sim alone can't create Nar inevitably.

I'm a little loopy today (I'm on discombobulating medication), so I could easily be missing something. Hopefully this all makes sense.

Hm. Maybe a parallel. Diablo & Diablo II are Gamist/Sim games with very little Nar at all, IMHO. Computer RPGS are almost always heavy Sim. If your game was really 'Simming' Nar stuff, you ought to be able to program a computer to give you the same kind of game play, because computers are good at Sim, but bad at Nar. But it doesn't really work out that way, at least not in my experiences.

Okay, feeling loopy now. I'll probably have to come back and edit this :/

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On 9/24/2003 at 2:02am, Gordon C. Landis wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Well, I'm not sure if this is consistent with current clear and established GNS theory, but here's how I think about it: in addition to being "priorities," Story Now and Step On Up can also slide in there next to the five Explored elements as "mere" interesting parts of the shared, imagined environment.

You know how in Nar or Gam play, some part of the Dream (Explored elements) MUST exist, it (they) just isn't (aren't) being prioritized?

In Sim play, Story Now and/or Step On Up CAN exist, they just aren't being prioritized. (So can lots of other things, like non-Nar "story")

Also, in Gam play Nar can exist as an element, or in Nar play Gam can be an element. Element vs. Priority, that's the distinction that's driving me here, and (this is the part that may not be acceptable in current GNS theory) a Priority is just an Element granted particular importance by the group.

Does that lead to odd situations, like play that prioritizes The Dream which also contains a lot of Story Now? Sure. But GNS makes the observation that some elements just can not always share Priority status with other elements. One day, your Story Now and your Dream are going to be heading towards each other at 120 mph, and unless you pick one of 'em to flinch, you're going to end up with a heck of a wreck. Likewise, if your Step On Up prioritized game contains a lot of world/setting-focused Dream elements, you better either have a traffic cop or an ambulance standing by. Now, there are some good traffic cops out there (there are ways to mitigate the problems of conflicting G, N and S), and some people just aren't bothered by a periodic wreck (referencing Ron's post about fizzled, frustrated play: for some people, it's more like "our Sim 'in-character' need has frustrated our pursuit of Theme (we tried to have a Dream element and a Story Now element both be priorities)? Oh well, it was neat while it lasted, and it will be neat again in the future.").

Well . . . maybe not. Reading back over this, I think I'm reconstructing some big chunks of GNS by looking at it this way. But - something about prioritized vs. present seems an important here.

Gordon

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On 9/24/2003 at 2:30am, John Kim wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

First of all, a topic check: the question is about the particular style of play I mentioned, and game systems supporting it. Ron suggested "Narrativism with strong Explorative foundation" as a name, but that seems vague to me. Do you think that is really specific to front-loaded games as described?

AnyaTheBlue wrote: The Nar doesn't come from the situation you've got set up, but the combination of the situation, your belief/knowledge of your players, and your understanding of their likely actions. The players are part of the mix. If they don't commit to exploring your narrative structure it won't happen. The fact that they have to commit to the exploration of the themes you are throwing out makes it Nar, not Sim.

Well, on the one hand this is trivially true. If the players do nothing but say "Dibble" during the session... well, there isn't going to be much exploration of themes. So the players clearly have power. On the other hand, I don't think that understanding of the particular players is necessarily all that important.

For example, I've run my scenario "Extra Credit" about five or so times at different conventions. It's a one-shot scenario where a bunch of college students volunteer for a psychology experiment, and end up getting psychic powers. Since it is a convention game, I never know what players I'm going to end up with, and indeed the plot always goes quite differently. However, it pretty consistently produces an interesting story about how the students regard and use their powers.

I guess an the important thing to me is that the players need to commit to picturing their character and imagining what their character would do. As long as they do that, it doesn't matter to me what they think of "themes" as a word or concept.

AnyaTheBlue wrote: Sim (for me) is stuff like rules for intricate politics and mechanical effects and stuff like that. Hero and GURPS.

Er... I think I mentioned that the Hero System was my favorite system for running these front-loaded sort of games for a long time, and with a set of veteran players, I was perfectly satisfied. Extra Credit is a Hero System game. Maybe your mention of those systems was supposed to evoke something in my mind that it didn't? For example, how are intricate politics incompatible with story or theme?

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On 9/24/2003 at 3:20am, AnyaTheBlue wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I guess I'm in for a penny, in for a pound!

John Kim wrote: First of all, a topic check: the question is about the particular style of play I mentioned, and game systems supporting it. Ron suggested "Narrativism with strong Explorative foundation" as a name, but that seems vague to me. Do you think that is really specific to front-loaded games as described?


Ron's phrase describes what I'm thinking of well, actually. I may have some part of the Standard Forge GNS Vocabulary wrong, though. I've been mostly lurking here for awhile, and dipping into the articles and games, but I am not going to claim a high level of expertise on local jargon.

It all seems so clear when I'm reading the articles, then it gets all fuzzy... =)

GNS:
o Gamist for me indicates victory conditions. They can be implicit or explicit, but there is definite recognizable positions of advantage either between players & GM or between the players. In Paranoia it's explicit. In most games, it's implicit and unadressed except by Social Contract meta-discussions, where it's usually not directly confronted explicitly, either (in my experience, anyway).

o Narrativist for me indicates an emphasis on plot and story. Drama, created meaning. Focus on plot and drama.

o Sim is modeling something fairly accurately, and the forge "Exploring" term seems to map to Sim strongly in that you explore the simulation. There is at least some fun about just simulating a starship crew, or the universe in which you might be a starship crew, or whatever. Lots of fiddly details, where the fiddly details are important to the fun. If you go dig out Aaron Allston's Strike Force, the Genre Fiend maps very strongly to Sim play, in my brain.

I may have one or more of these ill defined, with respect to Forge Jargon, but I wanted to get my take on this out up front.

For me, I try and pick one or two games to kind of 'embody' each of the GNS elements. Gam is Paranoia. Nar is Over the Edge. Sim is Hero/GURPS and Pendragon (Pendragon Traits seem to me to be a Sim way of handling morality -- Sim provides a strong way for incentivising gamist priorities (the armor of god stuff that certain high traits in Pendragon can give you) or narrativist priorities (getting Force Points in WEG Star Wars d6 for being heroic)).

I see what you have described here as having a strong focus on Narrative play. Your prep, yes, simulates the interrelationships and motivations of a set of NPCs, and the initial relationship of the PCs to the NPCs.

You aren't 'simulating' the politics of the church with mechanics. You aren't simulating the life of the medieval village with mechanics. You aren't simulating the process of being a holy missionary to the masses and converting heathens. Making those a strong focus of the game, with either actual game mechanics to help, or by being very aware of the 'right way' to do those things and having both the players and the GM put doing those things 'the right way' as a primary goal for having fun would be Sim, in my opinion.

The scenario as described, in my mind, is one of almost pure Narrative setup and interaction, with a strong focus on letting the players Explore the Narrative prep work you've done, and allowing that prep work to evolve in reaction to their actions.

Does that make sense? I repeat (can't remember if it was in this thread or not) -- I'm on medication that can make me wonky, so this may or may not be me at my most coherent. I am trying, however :/

John Kim wrote:
I guess an the important thing to me is that the players need to commit to picturing their character and imagining what their character would do. As long as they do that, it doesn't matter to me what they think of "themes" as a word or concept.


I would contend that having this as a pillar of the game is in fact a narrative concern to some degree. A 'sim-heavy' approach might be for them to sit in their monastic cells for 12 hours a day piously praying, or something... It's not that there is no sim in the game, but the focus on the game isn't on simulating the environment, it's on moving the story along and creating a plot out of the unfolding events and interactions.

In your Extra Credit scenario, what if one person kept her powers a complete secret and didn't do anything with them because she thought they were demonic, and avoided the other characters for the same reason? If you can make that fun, because the character is being 'simulated realistically', then I'll admit you are playing a primarily sim game.

This may be something of a strong man on my part. I'm not sure.

John Kim wrote: Er... I think I mentioned that the Hero System was my favorite system for running these front-loaded sort of games for a long time, and with a set of veteran players, I was perfectly satisfied. Extra Credit is a Hero System game. Maybe your mention of those systems was supposed to evoke something in my mind that it didn't? For example, how are intricate politics incompatible with story or theme?


Ah.

I was trying to go for system focus, not game focus.

GURPS and Hero focus on Sim mechanics for modelling action/adventure tropes, primarily, with a slow shading into interpersonal social interactions with varying levels of transparency and utility.

If you are playing a sim-heavy game, and your game sims stuff that isn't relevant to what you want to sim, you end up having a bunch of mechanics you either fight, ignore, or extend and adapt.

On the other hand, if you are playing a Nar game, you can layer it on almost any sim game you want by just using the Sim as the basis, but only referring to them when you need to resolve something that relates to things it actually sims, and even occasionally allowing your own judgement of where the story should go to trump the sim mechanics.

Hero and GURPS sim heroic SF/Fantasy/Action-Adventure pretty well. When it comes to Nar enhancing mechanics or targetted Genre Simulation, they both tend to be rather more patchy, in my experience. I think Tri-Stat has a stronger Nar leaning in terms of Nar/Sim balance than either Gurps or Hero, which tend to put a higher priority on Sim.

But, as I said above, I'm not sure I'm right inside the context and jargon definitions here at the Forge. I'm not sure my argument isn't a self-circular straw man, either, which suggests to me that I should maybe not be prattling on about it at great length, and should instead go and actually sleep. =)

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On 9/24/2003 at 4:53am, jdagna wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Anya, I think you might be a little tied up in your association of rules and Sim play. They do go together nicely, but I can explore small-town relationships without any relationship mechanics in place. It also isn't necessary for it to be an accurate model. They key is simply a prioritization of exploration.

Back to the larger topic and everyone's points... perhaps I should simply wait for the Narrativist essay before even bothering to continue, since I've touched on this before and always wind up feeling there's something I'm not quite grasping in Narrativist modes.

Here's the bottom line for how I play (which, I think correpsponds closely to what Ben and John are also talking about). When I play, I like the intellectual meat introduced by deep moral or thematic issues. However, my real priority is on standard Sim issues: a focus on Exploration and the internal consistency of "the Dream." I am actually bothered by the thought that someone might stop in the middle of a session and think "What can I do that will help this story have them x?" However, I'm not bothered by the idea that a GM might create a campaign while thinking "Let's set something up that will cause players to explore the way religion affects the relationships in a previously-stable and isolated environment."

Thus, the GM has front-loaded Nar elements into the campaign. They're going to come up, one way or the other, unless players refuse to play in the given campaign.

Nar players are going to fit right into this and have no problem developing the themes. They're the ones I'm going to become annoyed with. "Oh, great... Joe is subtly rewriting his character again for maximum drama. What a loser."

Gamist players will miss the point altogether - they're trying to "win" in a situation that can only be won if the player creates his own arbitrary victory conditions. I generally wind up thinking something like "Congratulations, your character has become rich and powerful, leaving a wake of misery and dischord behind him. You must be so proud of yourself."

Sim players couldn't care less about the theme... but the very nature of the setting produces a theme as they explore it. What that theme is differs from one game to the next, as John described with his "Extra Credit" scenario, but it always winds up coming out of play. My thoughts about these people might be "Fred's accurate portrayal of his character in this situation has really shown how important honesty really is."

Now, the general consensus here on the Forge is that what I'm describing in the "Sim" part is really Narrativist. I can understand why people say that, particularly in light of the behaviorist approach taken by GNS. The players may be intending one thing, but they wind up actually doing another (instead of, or at the same time).

I like the term "front-loaded Nar/Sim" because it describes the fact that you get Nar play thanks to the initial situation, despite a general commitment to Sim ideals throughout play. The GM is probably the only person aware of the Nar elements. Even in a strictly behavioral approach, I like this term better because, the commitment to consistently always overrides commitment to theme. In other words, if you have a choice between a cool story and playing your character well, I'll fully expect you to play the character and forget story. My reading of what John and Ben describe makes me think they'd agree with this. (BTW, given two choices that are consistent with character, I'd encourage players to take the one that provides the coolest story).

"Narrativist with emphasis on Exploration" seems almost like an oxymoron to me, since Sim play is defined as "emphasis on Exploration" There's the additional problem that the Exploration has a higher priority than the Narrativism except when the GM is creating the campaign.

Perhaps a "Story Now Sim" term might be even better? I don't know if Story Now really describes what we're talking about either since the story now elements are pretty much front-loaded too.

Does this make sense to everyone else?

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On 9/24/2003 at 5:47am, AnyaTheBlue wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I'm really out of it, and I've been posting like a fiend today, so I probably should wait till the morning before replying.

But I'm going to throw caution to the wind and try to make two very small points briefly (Ha!).

jdagna wrote: Anya, I think you might be a little tied up in your association of rules and Sim play. They do go together nicely, but I can explore small-town relationships without any relationship mechanics in place. It also isn't necessary for it to be an accurate model. They key is simply a prioritization of exploration.


You might be right in that I'm misunderstanding.

I guess I'm looking at Sim and thinking Genre Fiend. If we aren't simulating the genre (either through mechanics, or through social contract metagame enforced faithfulness to the conventions of the genre) then Fun Is Not Being Had Correctly. I take Exploration here to mean Exploration of the 'imaginary head-space' details of the Genre Simulation.

By Nar play with an Exploration focus, I'm talking about Story and Plot being more important than Genre Convention/Genre Simulation, but that Exploration is still happening with regard to the 'imaginary head-space' details of the Narrative Structure.

In the first case, I'm thinking about focusing on the Genre and the Genre Conventions (or Setting Conventions, or whatever -- whatever the mechanics and/or players have deemed worthy of Simulating) and Exploring being specifically Exploring those details and their consequences faithfully and in an internally consistent manner. Simple Example: Playing DC Heroes, and one person has Superman, with another guy playing Batman by choice and not worrying about game balance between them. Simulating the genre is more important than gamist 'game balance' concerns.

In the latter case, I'm thinking about focussing on the details of consciously constructed Narrative, Symbolism, and Story, and exploring the ways in which that can and does happen. Both things I see as Exploring. Simple Example: Playing any FRP where two characters play star-crossed lovers, and the implications of trust, betrayal, and intrigue which devolve from that condition and the drama that can be brought out of that condition are the focus of play. Evoking a story is more important than gamist 'game balance' or Simulationist historic, economic, or genre conventions.

Again, this may not be valid usage of the Forge jargon. :/

jdagna wrote:
When I play, I like the intellectual meat introduced by deep moral or thematic issues. However, my real priority is on standard Sim issues: a focus on Exploration and the internal consistency of "the Dream." I am actually bothered by the thought that someone might stop in the middle of a session and think "What can I do that will help this story have them x?" However, I'm not bothered by the idea that a GM might create a campaign while thinking "Let's set something up that will cause players to explore the way religion affects the relationships in a previously-stable and isolated environment."

Thus, the GM has front-loaded Nar elements into the campaign. They're going to come up, one way or the other, unless players refuse to play in the given campaign.


I guess my take on this is that it depends on where 'authorship' and 'direction' for the game lie.

Is the GM always free to fix a gam/nar/sim priority into an RPG? Shouldn't that be part of the social contract?

When I GM, I usually let the game and the players set the gamist priorities (although sometimes I'll make it clear as GM that there is a gamist element to my GMing, and provide the players the opportunity to Step On Up in response, if they want to), and handle the sim/nar balance to taste based on my own personal preferences and what I can discern from the players. I usually don't decide on a specific focus until actual play is in progress, and I usually shift pretty fluidly back and forth between Nar and Sim.

jdagna wrote:
I like the term "front-loaded Nar/Sim" because it describes the fact that you get Nar play thanks to the initial situation, despite a general commitment to Sim ideals throughout play. The GM is probably the only person aware of the Nar elements. Even in a strictly behavioral approach, I like this term better because, the commitment to consistently (simulate? --Dana) always overrides commitment to theme. In other words, if you have a choice between a cool story and playing your character well, I'll fully expect you to play the character and forget story.


Again, I may be misunderstanding Forge jargon, but I don't think I've ever see it quite work this way in practice.

But that may be because of my specific background and relationship to gaming in general. For me, the social contract is actually the central and overarching focus of the whole thing and always has been. Gaming, for me, is all about bringing together a group of people and getting them to imagine and create together. The social contract is what allows that to happen. So I focus on managing the contract so that everybody in the game, including me, is getting at least some of their specific, generally incompatible, priorities on the GNS triangle met. Instead of setting the GNS agenda, I make negotiating it and/or discovering it for a given gaming group my priority and, once I have a handle on what it is, I try and hit that note as much as I can.

In terms of my earlier Nar vs. Sim Exploration, one of my priorities as GM is to Explore the social contract 'head-space' and boundaries of my players (which I generally have at least an idea of before starting to play) as an adjunct of and facilitator for focusing the games into areas they will be comfortable with and find fun. It's a component of the metagame that is largely internal to the person doing it, although players can do this just as well as GMs can, and work at feeding group members in-game events and actions which allow them to get their personal needs met.

I'm not perfect, so obviously this doesn't always work. But it's what I'm aiming for. Even as a player, I try to enjoy giving the other players what they need, and take responsibility for finding my own fun within the constraints of the system, the other players, and the GM's priorities.

I think this is a core part of the "System Doesn't Matter" arguments. GMs and players who do a lot of the above (without discussing it consciously) are usually the same GMs and players who can 'make any game good'. What they are doing is not making the game good so much as they are changing the game, sometimes on the fly, so that things fall out in ways that the players will enjoy.

Of course, I agree with Ron that System Does Matter. You can either fight the system or the system can facilitate you.

This ends up driving the Search for the Holy Grail system that happens to hit the specific GNS needs of a given play group/GM combo.

Either the group finds a balance with one another and a game (either through house rules or just plain finding a game that works for them), or the group composition changes to match the game being played.

The only real remaining option is for the players and the GM to all be aware of these interactions, and make conscious attempts to work with the system and be concsious of what their personal tastes and goals are, and everybody tries to enjoy the games for what they are -- which means consciously trying out 'unfamiliar' and 'unnatural' stances and priorities as a Social Contract/Metagame level Exploration of RPGs and actually making that variety be a focus and goal of the group dynamic and play.


Right. Niiiice and brief. =)

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On 9/24/2003 at 8:39am, Gordon C. Landis wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Justin (and everyone, really),

Story Now means the answer to the theme MUST be created by the players during play. Ron's "What's not front-loaded" paragraph of his assesment is, it seems to me, critical - without that, it's not Nar. When you say "Sim players couldn't care less about the theme," you fall back into the intention/behaviorist thing - for this purpose (and I'm speaking ONLY of this purpose) it doesn't matter what I, or you, or they may think they care about. The question is, what are they doing?

Exploring/developing theme (via whatever means - "in-character" thinking, subtle or nor subtle rewriting, whatever) in play? Nar. Reveling in the Dream, marveling at the implications of how character and situation intersect (to the exclusion of whatever thematic interpretations might be possible)? Sim.

So I see "Narrativism with strong Explorative foundation" (Story Now priority with a heavy emphasis on some particular Dream elements) as the full description. When a particular kind of play style (e.g., "in-character") is an important part of the Explorative foundation, these folks are getting awful close to the Impossible Thing (hope folks understand that reference - a search on that phrase will turn up more threads than you want to read, I'm sure).

So the question comes up, how are you going to do that? That's where "front loaded" comes into it, maybe - part of a technique to make acheiving the goal possible. That's where intentions become important/relevant, too - establishing that the intended priority for play is Nar, and that the intended means to get there is GM-loaded situation, with the players creating theme-ready characters but not directly interacting with theme during play (I think not interacting with theme AT ALL gets us into The Impossible Thing category, so to be clear - I'm not talking about that). My experience is that when the players know ("consciously" or not) that Story Now is the Priority of play, this front-loading can work.

Of course, as play progresses you sometimes need to "re-load." Which some folks find offensive - they might be better off pursing what I'll call Simulationism with a strong Nar interest - Prioritized exploration of some particular Dream elements with a strong interest in Story Now. The priority vs. element/interest distinction I tried to make in my earlier post, which may not actually work in GNS as it now stands.

Summary - maybe we need to split the "front-loaded" part out of the literal play priority people are speaking of here, and make it part of one technique for acheiving that priority. So I'm left with Ron's name and/or my rewrite of it as the label John is looking for. I'm no help on the system question (I'm thinking on it, though), and I take the "front-loaded" phrase and point to it as a useful technique in pursing this kind of play - a technique that he is already well-aware of and quite accomplished with.

Less help than I'd hoped to be,

Gordon

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On 9/24/2003 at 12:57pm, Marco wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I've gotta go back and read this thread *very* carefully. Very. It's *intriguing.*

But from what I've gleaned so far, I have a few comments.

1. Ron's comment about searching for the right system to produce themed story is a good one. And really, a lot of Narrativist systems sort of do (really 'assist with' but if they're strongly focused it can be, I think, harder to avoid hitting theme than not) just *that*.

2. Knowing your players. I agree with John that in some cases it might not be necessary--although I *suspect* that in the case of the Convention Game there are some fairly strong campaign-created motivations present (I could be wrong about this--but for, what?, 4-hour games? I would *suspect* there's some pretty obvious problems to be solved or whatever). Having a good extant motivation (and a willing participant) is a good substitute to having insight as to what *really* interests someone.

But mostly: I suspect that a lot of my success with themed games (I identify greatly with how John runs his games) has come from creating situations that I know will enthuse my players (well, almost all the time. I don't hit a home-run everytime I run a game).

And that's important: if I can present player X with a situation with no planned resolution--but lots of interesting possibilities that I know the player will find *irrestible* to get deeply involved in then for all practical purposes (in a sense) I might as well be railroading.

Since I suspect the way I said that is objectionable, let me try another way: if, in the town scenario, the players decided to just "dibble" (I don't know exactly what that means--but it sounds right) then 1 of 2 things will happen:

a) not a whole hell of a lot.
b) some agent already in motion in the game will act on them.

In the case of a) they may be bored. In the case of b) it's (IMO) legitimate (assuming that the acting agent is consistent with the world and the method of acting isn't in violation of social contract--i.e. they aren't "captured without any dice rolls and thrown in the dungeon by the captain of the guard") but is pretty sub-optimal (IMO).

But if the GM is pretty darn sure that they *will* get involved then the eventualities of a) or b) are far less problematic for the group. Part of that is knowing the players (or, hell, at least the skill of 'reading' a new player accurately).

3. I use JAGS for that mode of play (who knew). Before that, I used GURPS. Before that: Hero. Before that a bunch of different things (and I'm playing in an AD&D3e game and just ran Savage Worlds--and someone wants me to run Little Fears so that's not *all* I do).

But one of the reasons that I chose the generic systems is because what I'm running rarely lines up with a published world/genre. Something like Unknown Armies would suit me (I think) pretty well--but essentially I'd just be using its engine as a generic system--and at that point I might as well go with something that has out-of-genre flexibility should I want it.

-Marco

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On 9/24/2003 at 3:40pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hello,

Lots of stuff to respond to in this thread. I'm going to try to make some general points, rather than comb through individual ones. If you really want my feedback on a specific point, please let me know.

1. Gordon's first post in this thread is key. It is 100% consistent with a section of my GNS essay which, I suspect, very few people manage to process:

For a given instance of play, the three modes are exclusive in application. When someone tells me that their role-playing is "all three," what I see from them is this: features of (say) two of the goals appear in concert with, or in service to, the main one, but two or more fully-prioritized goals are not present at the same time. So in the course of Narrativist or Simulationist play, moments or aspects of competition that contribute to the main goal are not Gamism. In the course of Gamist or Simulationist play, moments of thematic commentary that contribute to the main goal are not Narrativism. In the course of Narrativist or Gamist play, moments of attention to plausibility that contribute to the main goal are not Simulationism. The primary and not to be compromised goal is what it is for a given instance of play. The actual time or activity of an "instance" is necessarily left ambiguous.

Over a greater period of time, across many instances of play, some people tend to cluster their decisions and interests around one of the three goals. Other people vary across the goals, but even they admit that they stay focused, or prioritize, for a given instance.


Whoa - so how do you "know" whether you're playing Narrativist with a strong tendency to "go Sim" every so often (but not overwhelmingly in terms of first priority), or whether you're playing Simulationist with a strong tendency for Narrativist moments to crop up every so often?

My response: is it really so crucial that you "know"? The ideas are intended to provide you with a vocabulary, and if the elements of the vocabulary are working to the extent that the immediately-above paragraph makes sense, then all is well.

[My current series of essays (G and S down, N on the way) presents a more structured framework for how the modes tend to interact, so I'm not suggesting that N with underlying S is "the same" as S with underlying G, for instance. But this issue is not to the point for this thread.]

2. John, your latest post indicates to me that you are looking for a specific name for your described play. I am reluctant to do so. My suggested description ("Narrativism with a strong Explorative foundation") is accurate, but not defining, and I suspect you're looking for a defining feature that can be named. I don't think I'm going to be helpful here.

My preference would be to refer people to these examples of play as baseline Narrativism, and to consider procedurally extreme versions (we used to call them "pervy") to be ... um, well, I can't come up with a better description than "procedurally extreme."

And I very much appreciate your acknowledging my points about the commonality of this sort of play. Marco, this goes for you too, because I think you probably understand the do-si-do in that "Whoa" paragraph above better than anyone.

3. Ben, I've noted above and in a couple of other recent posts that people are very frequently mistaking the presence of powerful Exploration in their games to be Simulationism. I can't put it any clearer than this:

Just because a group engages in very powerful, committed Exploration during play does not make their play Simulationist. Simulationist play is defined by the absence of Story Now or Step On Up, such that Exploration by itself is the priority of play. That's why it's called "the right to Dream."

And yes, this means that Simulationism is "different" from the other two. They are not three "ways," they are two "ways" on a chassis, and the chassis by itself (or amped up as such, more accurately). I've written extensively about this topic. I've also provided some recent comments about the "reality" of this mode of play in the related threads. Also, Dana's (AnyatheBlue) points about the issue in this thread largely spot on to me.

4. Oh yeah - Dana - if you would, consider checking out some stuff in my GNS essay about the use of "story" as a term. To say "Narrativism is about making the story," or similar, turns out to be fairly ineffective as a description. I suggest focusing on the issue of Premise (a la Lajos Egri) instead.

Best,
Ron

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On 9/24/2003 at 5:39pm, GreatWolf wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Ron Edwards wrote:

Hey Seth, can I cue the "Exploration/Dream" diatribe? Way back when, during various GNS controversy discussions at the Gaming Outpost, I endured my share of people rhapsodizing about how pure, and how glorious, role-playing without reference to (as I now call them) Step On Up and Story Now is, and how beknighted and indeed selfish I am to inflict these two priorities onto others. Seth did a nice job of explaining all of this while struggling not to kill me through resentful thought-waves at the same time.


Just found this.....

Sure, go right ahead. ;-) For those of you who don't know, Ron and I went around and around on this for a while. We're all happy now, but this was a big deal at the time.

(For the record, I found Ron's Sim essay to do an excellent job of capturing what Simulationism is and explaining why someone would enjoy it.)

Seth Ben-Ezra
Great Wolf

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On 9/24/2003 at 5:58pm, John Kim wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Gordon C. Landis wrote: Summary - maybe we need to split the "front-loaded" part out of the literal play priority people are speaking of here, and make it part of one technique for acheiving that priority. So I'm left with Ron's name and/or my rewrite of it as the label John is looking for.

Well, my question was about "front-loaded" play, not about all possible play. If you want to start a more general talk about Sim vs Nar, I would say that needs to go into a different thread. The topic here is specific to front-loaded play. You could say that there are two subtypes: front-loaded Sim and front-loaded Nar, and we can talk about observable differences between the two.

Gordon C. Landis wrote: When you say "Sim players couldn't care less about the theme," you fall back into the intention/behaviorist thing - for this purpose (and I'm speaking ONLY of this purpose) it doesn't matter what I, or you, or they may think they care about. The question is, what are they doing?

Exploring/developing theme (via whatever means - "in-character" thinking, subtle or nor subtle rewriting, whatever) in play? Nar. Reveling in the Dream, marveling at the implications of how character and situation intersect (to the exclusion of whatever thematic interpretations might be possible)? Sim.

I don't see how these are observably different. You describe Sim as being an issue of perception, not of action. So I can take in-character actions which subconsciously develop theme and also marvel at the implications of character and situation. The former describes the result of my actions in terms of narrative analysis, the latter describes how I consciously perceive them.

As a simple check: how would you characterize play in the Shadows in the Fog game that you played in? I realize that you can't be definitive after one session, but you should be able to point to some behaviors or suggest what you would look for in the session. Tor seemed to think it was primarily Sim.

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On 9/24/2003 at 7:16pm, Gordon C. Landis wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hi John,

Appologies if the Sim vs. Nar stuff distracts from the purpose of the thread - my problem is that I think "front-loaded Nar/Sim" is pretty much a meaningless label within GNS, whereas (unlike Justin) I find "Nar with heavy emphasis on particular Explored elements" to be quite reasonable (per Ron's post above). Front-loading the Nar may be one way to allow for the heavy emphasis on particular Explored elements to occur and for theme to still be created, but that doesn't turn the play into Sim. The play would turn into Sim if the heavy emphasis on particular Explored elements was allowed to trump the Nar prep. At which point, the prep is only "Nar" in the sense that there was some interest expressed in Story Now, but since it wasn't prioritized, play as a whole (for that foggily-defined "instance") wasn't Nar.

You ask a good question about observable differences, and examples are always tricky. The cop-out is that with enough play time, in actual practice it becomes pretty easy to observe the cues - play becomes focused on the cascading implications of particular decisions/events, with no need or interest in connecting that to a theme. Or something that's a bit less-than-perfectly connected to in-game causality is allowed to slide, because someone thinks it will illuminate their thematic reaction to play.

Shadows in the Fog - I'm not sure. Tentatively, and allowing for the important caveats about limited time, a fair amount of available time spent on prep rather play, general "I don't know these people very well" issues, and (VERY importantly, I think) a "playtest" rather than "play" focus . . . I think the priority of play was Sim, with that interest in Story Now floating around but not prioritized. I think that means a Nar prioritization could occur as play progresses. I found it interesting that while the Shadows rules try to provide a lot of during-play (NOT front-loaded, or, not JUST front-loaded) Nar support via some different kinds of mechanics, many folks in the group seemed reluctant to use those as fully as the rules text seemed (to me) to indicate is preferred.

Still, I can point to some very Story Now-compatible choices by various players. It's the element vs. priority question, and if Story Now only pops out when it's convienent, and (more importantly) is stiffled by a commitment to pure Exploration, then it's not a priority. That session of Shadows seemed to lean towards the pure Exploration.

Then again, I find that some time spent in pure Exploration can help stir-up the stuff needed to get our teeth into Story Now - that is, in some ways Explorative play can be "prep" for Nar. So - a very tentative Sim read from me.

Gordon

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On 9/24/2003 at 7:43pm, Marco wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I actually think the "why's it matter?" question is brilliant.

The idea that play should be that quantifiable that close to the line has always struck me as bogus (I thought I was in the minority in thinking that--but it looks like maybe not). Sure, if there were a meter that would ping when there was an according-to-God instance of Narrativist play or Sim play or whatever, then yes, you'd see a winner. But if the split was 49/51 then I don't think any human alive could *know* they had the correct answer from watching.*

I've yet to see the real value in analysis of play at the table (I'm not saying there is none--just that I don't see it--on the other hand, I see all kinds of value in analysis of one's own intentions and how well those are borne out by System which, appearently, I'm alone in). But still the not-so-new idea that play can and will be some kind of split should lead directly to the idea that when you're on the line it can get blury.

Not only do I see no problem with that, I think it's one of the clearest and most powerful statements in a thread that's full of 'em.

-Marco
* And I think observer bias is at least as bad as denial on the part of a player as to what his/her true intent is so I don't see anything more objective about one mode than the other. I'm damn sure I'm in the minority there.

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On 9/24/2003 at 7:52pm, Mike Holmes wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Um, it doesn't matter. As has been said a jillion times, the only time GNS does matter is when it is observable that there's a problematic difference in play styles. If the differences aren't observable, then there's no problem, right?

Mike

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On 9/24/2003 at 8:00pm, Marco wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I haven't seen any real lip-service paid to the idea that it'd be hard to tell. When John asked what's my style, if the answer was "somewhere between sim and nar--and even if I was there it might be hard to tell" I missed it.

The fact that John is doing something I really identify wiht that *might* be sim or might be nar is, to me, pretty enlightening (especially since the answer is that it could go back and forth over time and--if that's not all that uncommon then just chalk it up to another casualty of really bad short-hand).

(Also: I realize no one has said they couldn't tell--Ron said "why's it matter?" but still, I found it enlightning. I suspect that one's ability to be certain about these things--especially in borderline cases is directly porportional to their degree of observer bias).

I also think it's cool that at least one other person finds a universal system valuable for this kind of play.

-Marco

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On 9/24/2003 at 8:08pm, AnyaTheBlue wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

John Kim wrote: Well, my question was about "front-loaded" play, not about all possible play. If you want to start a more general talk about Sim vs Nar, I would say that needs to go into a different thread. The topic here is specific to front-loaded play. You could say that there are two subtypes: front-loaded Sim and front-loaded Nar, and we can talk about observable differences between the two.


What exactly is being 'front-loaded'? How is that front loading happening, and what is the purpose?

I think (and I might be wrong) that the front-loading you are describing is trying to do two things:

1) Establish (or encourage) a particular balance of GNS elements for the game

2) Establish (or encourage) a particular Premise.

Your contention seems to be that it's Front-Loaded Sim, with the front loading being to encourage Nar-drifted play in a Sim Focussed group.

At least, I think that's your contention.

I guess my sense of all this is that it isn't sim for two reasons.

First, what are you simming? For 'true sim', for me, you have to either have rules which put a priority on Simulating certain 'realistic' or 'specific' behaviors, and doing that stuff is a big part of the game, OR not having rules to do that, but a lot of attention spent on doing it anyway, from the players and GM.

What has been described in both the Extra Credit example and the Mission From God example doesn't, to my eye, meet that criteria, even though the latter has got what you described as a system (a relationship map) for 'simulating' the various townspeople and NPCs.

For me, that's not a 'simulating' tool or mechanic, it's a descriptive one. It describes the starting conditions of the NPC relationships, and it tracks how those relationships evolve over time. But it doesn't sound like it simulates those interactions, nor does it sound like it enforces any particular set of outcomes or preferences any particular sets of outcomes or types of interactions. How does it act as a simulation?

Second, the gameplay examples are driven by the players and the GM (through the NPCs, primarily) Exploring the setting and Premise, but without a specific commitment of either rules or meta-game Social Contract on either the players or GMs part to focus on simulating specific things beyond just "Be your guys".

"Be your guys" alone doesn't make Sim for me, unless you tack on "And by Be Your Guys, We agree to mean you really ought to consider the following list of things that your play should accurately reflect and include". Since I don't get that from the examples, it looks like Nar to me, with a focus on Exploring the (complicated, structured, Narrative) Premise.

Sorry, that might be a terminology slip. I'm seeing the Simulationist "Focus on Exploring Premise" to mean that the accuracy and details of the simulation (whether brought about through play or mechanics) as the primary point of play. Doesn't necessarily matter if we get killed off, or tortured, or whatever, since that's what happened during the Inquisition, and the game really ought to reflect those historical realities. The specific events are important only insofar as they accurately capture the essence of whatever we are trying to simulate. Not any old interesting event will do -- only those which are 'realistic' in relation to what we are trying, as a group, to Simulate.

On the other hand, IMHO Exploring the Premise when you have a strong Narrative bent involves exploring the Narrative Consequences of the Situation. The situation in the Mission From God example is a corrupt town with new missionaries on the side of right. The Narrative Consequences of that situation are the various incidences political infighting, discovery of and rooting out of corruption, making enemies, and whatnot. You aren't trying to simulate events inside some specific constraints, you are trying to instead evoke a set of interesting events, but exactly what those events are isn't quite as important as the fact that they happen.

Hmm. Another analogy. In Nar play, the GM has an idea of a situation and/or a chain of events, and the players perturb that situation. Play involves and revolves around the consequences of the perturbation.

In Sim play, the GM and players are collaborating to construct a faithful simulation of a plausible chain of events, for some more-or-less commonly understood definition of 'faithful simulation' and 'plausible chain of events'.

I wonder if that's a good parallel? Nar is 'interesting', while Sim is 'plausible'? Probably too vague.

As always, I could well not be using some of these terms as intended. Please point that out if you see me doing it...

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On 9/24/2003 at 8:23pm, Ben Lehman wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Whoa. Just... whoa. That's a lot of posts.

There is no way that I have the time to respond to all of these individually, much I would like to. I'm going to go with a general review.

In general, I am perfectly happy to accept that front-loaded (such as my example) premise is still Nar play, and that front-loaded conflict (such as an Amber throne war) is still Gamist play, despite the fact that the play is actor-stance. The description of two modes and a chassis fits quite well, and makes me happy.

Ron, can I have permission to post "No" and a link back to this thread every time someone claims that "actor stance is completely orthogonal to Narrativist goals?" Because, you know, that would really make me happy. It would make me even happier if everyone started doing it. That, I think, was the largest stumbling block for me figuring out what this Narrativism thing was all about: "Gee, that sounds an awful lot like my playstyle, but I play strictly Actor stance, so it can't be..." I say :-P

I think it really needs to be clarified whether GNS theory is a treatment method or an analytical theory. It can be both, certainly, but in that case people need to stop saying "that case doesn't matter because it isn't dysfunctional."

I also think that the heavy Sim players who Ron talks about are lying. Or, rather, that they are Ron are talking past each other. I say this because I have played with a group of such players for the last 4 years or so. These are people (myself included here) who go to weekend long LARPs strictly for the joy of staying in character for 80+ hours...

(Let me tell you, it's pretty cool to dream in-character.)

We are not saying that they do not enjoy struggle (moral or material). We are saying that they enjoy struggle as an in-character, rather than out-of-character, device. Thus, by the definitions discussed in this thread, we are usually playing Narrativist or Gamist, and usually a combination of both.

A longer post of this last topic will be forthcoming, which may also include my theories on Gamist Sorcerer play.

yrs--
--Ben

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On 9/24/2003 at 8:33pm, Lxndr wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Are you sure you're not misunderstanding the use of the term orthogonal?

My interpretation of "X Stance is orthogonal from Y mode of play" is someone saying "whether or not you play X stance is an entirely different axis from whether or not your mode of play is Y."

Because actor stance is completely orthogonal to narrativist goals, at least in my understanding of the terms. It's at a 90 degree angle for them, a different axis, a separate decision from what Narrativist goals are.

Am I missing something, are you, or are we both?

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On 9/24/2003 at 8:51pm, Ben Lehman wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Double post.
damn the back button!

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On 9/24/2003 at 10:36pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Pending Ben's (probable) confirmation by that "orthogonal" he means "contradictory to,"

Ron, can I have permission to post "No" and a link back to this thread every time someone claims that "actor stance is completely orthogonal to Narrativist goals?" Because, you know, that would really make me happy.


Permission granted. Permission granted as well to sift some older threads and find statements by me to this effect - there're about a bezillion of them ...

I also think that the heavy Sim players who Ron talks about are lying.


Heh. When I suggested an interpretation even half as extreme as this, I was roundly denounced as a mean, insensitive, biased, anti-creative lout.

What's especially interesting is that the one person whose testimony outweighed all others in terms of establishing Simulationist play, in my mind, as an actual identifiable play mode (as opposed merely to a retreat from play modes) was Mike Holmes, who is now the Beeg Horseshoe's primary advocate ...

Anyway, all that is off the point. I am reasonably happy now to declare this thread closed.

Best,
Ron

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On 9/24/2003 at 10:57pm, Ben Lehman wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hold on one second before closing...

Ron Edwards wrote: Pending Ben's (probable) confirmation by that "orthogonal" he means "contradictory to,"


BL> Affirmed. I blame too much Chinese in my life and not enough English (The Forge is presently my major English language interaction...)


I also think that the heavy Sim players who Ron talks about are lying.


Heh. When I suggested an interpretation even half as extreme as this, I was roundly denounced as a mean, insensitive, biased, anti-creative lout.


BL> Well, yes. But you're a successful game designer and rather prominent theorist. I'm a random consumer mouthing off on a bulletin board. We all have our crosses to bear. Do note that I followed it up with "they are talking past each other" which I elaborate on in this thread:

http://www.indie-rpgs.com/viewtopic.php?t=8113

albeit in somewhat malformed and incoherent language.


What's especially interesting is that the one person whose testimony outweighed all others in terms of establishing Simulationist play, in my mind, as an actual identifiable play mode (as opposed merely to a retreat from play modes) was Mike Holmes, who is now the Beeg Horseshoe's primary advocate ...


BL> Could you or he point me to said threads? I'm curious to read them, as I'm presently deconstructing the whole thing in my head.

yrs--
--Ben

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On 9/25/2003 at 12:11am, John Kim wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Gordon C. Landis wrote: I think the priority of play was Sim, with that interest in Story Now floating around but not prioritized. I think that means a Nar prioritization could occur as play progresses. I found it interesting that while the Shadows rules try to provide a lot of during-play (NOT front-loaded, or, not JUST front-loaded) Nar support via some different kinds of mechanics, many folks in the group seemed reluctant to use those as fully as the rules text seemed (to me) to indicate is preferred.

Still, I can point to some very Story Now-compatible choices by various players. It's the element vs. priority question, and if Story Now only pops out when it's convienent, and (more importantly) is stiffled by a commitment to pure Exploration, then it's not a priority. That session of Shadows seemed to lean towards the pure Exploration.

OK. It seems reasonable and it matches what Tor thought. I'm still not clear on how you judge this, though. For example, which player choices seemed very Story Now to you? Regarding Nar-supporting mechanics, do you mean the more director/author stance mechanics like Commenting?

Really, I was pretty enthusiastic right after that session, having had a fun and interesting time. It came as something of a shock when Tor said that he wasn't interested in further play because it was Sim -- which I guess is just a lesson that tastes differ. To me, I think what made the session interesting was how it tackled various issues about class and mask in Victorian society -- things like Majors' homosexuality or Lydia's contrast between being a society widow and being a social reformer. I guess what made it Sim was that these weren't structured as themes or Premise (?), but instead appeared haphazardly. I'd be curious to hear more about your view.

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On 9/25/2003 at 5:32am, M. J. Young wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

I'd like to answer the questions initially asked as well as I can.

I would say that this is front-loaded narrativism; there isn't really a simulationist element in it that I can see, because it's about addressing the issues.

As to what system to use, I won't say it doesn't matter, and I won't say that Multiverser would be best--but I will say that there is a significant degree to which the use of a front-loaded premise-laden setting inherently makes almost any system run more strongly narrativist.

In regard to the simulationist question, I've rolled off a new thread entitled Clarifying Simulationism, which I hope does that.

As to the impact of setting on system, I'd like to explore that in another thread, Setting as an element of System on the RPG Theory board. I was pretty tired when I wrote that one, though, so I hope it's coherent.

--M. J. Young

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On 9/25/2003 at 1:29pm, Ron Edwards wrote:
RE: Front-loaded relationship-driven Nar/Sim overlap

Hello,

I'm pretty sure that this thread can be called closed. Correct me if I'm wrong, anyone, but this is the moment of going once, going twice ...

Best,
Ron

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