Topic: Why we (I?) roleplay - especially in the Simulationist mode.
Started by: Silmenume
Started on: 10/25/2003
Board: GNS Model Discussion
On 10/25/2003 at 8:33am, Silmenume wrote:
Why we (I?) roleplay - especially in the Simulationist mode.
Having read through the thread Clarifying Simulationism, an idea opened up to me about mid way through that ironically was touched upon by the final post.
M. J. Young wrote: So even the idea that Simulationism is different because it's defined as a negative falls apart. Really, gamism and narrativism are the negatives--they exclude vast areas of the world that are not related to their priorities; Simulationism excludes that aspect of forming priorities by which to exclude vast areas of the world. It is the more positive concept in game priorities, because it includes everything, not just the things that are relevant to narrowly defined play priorities. Its perceived narrowness comes from its efforts to protect itself against those who would prefer to focus on a part rather than the whole, who would negatively exclude most of the world in favor of those bits that relate to challenge or theme only.
Roughly speaking, Simulationism is a more generalist mode of role-play. As a mode of role-play it does not actively seek to exclude or narrow its priorities. So in its broadness or vastness Simulationism becomes difficult to define. We know that it isn’t narrowly proscribed, but what IS it?
I will throw in some quotes taken from the Simulationism article by Ron, by which I hope he isn’t offended, as the starting blocks for my post and making the assumption that said article could be reasonably assumed to authoritative.
"... is expressed by enhancing one or more of the listed elements [Character, Setting, Situation, System, Color]; in other words, Simulationism heightens and focuses Exploration as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of that Exploration."
“My final point is that this mode requires clear player-character/real-person boundaries, in terms of in-character knowledge and metagame knowledge. There's no single set of boundaries that applies to all ways to play Simulationist, but whatever they are in a given instance, they must be clear and abided by.”
“Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements tie together, as well as how they're Colored, are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention … However, the right sort of meaning or point then is expected to emerge from System outcomes, in application.”
The point of this posting isn’t so much interested in rehashing what Simulation is, although I hope to bring up some ideas about that, but to back up and expand the scope of the arguments into the realm of the social contract and what we are looking for when we choose to roleplay over going to a Movie, playing a board game, or taking photographs. I believe these motives are the very driving forces behind what we hope to get out of roleplay and how the various modes unfold from there. The social contract is an agreement, spoken or otherwise, of what we hope to do. The social contract however is preceded by a desire to do something.
I desire something.
Decide that roleplay is the best way to satisfy that desire.
Put a group together with like desires so as to be able roleplay.
Make the social contract with all involved as to what form this roleplay will take and thus facilitate the best was to satisfy our desires.
Whether or not the individual is fully cognizant of this process is not terribly important, but as theorists I think it is critically important to understand the why we do what we do (roleplay) as part of the process whereby we then discern the various forms that this expression of desire manifests itself. I think it problematic to separate cause from effect.
We can discern certain elements about this desire from the manner it finds expression. As has been pointed out in the various articles exploration is what we engage in, with the effects of the various priorities being described in the GNS model. Let us examine the elements of exploration. I think it is interesting to note that 4 of the 5 elements relate to dramatic elements – 2 directly (Character, Situation), 2 supporting (Setting, Color). The 5th element, system, poses some problems with my proposition, but its inclusion as an element of exploration is not without some controversy, so for the sake of this post I shall exclude it from the realm of exploration. I believe the reason for this controversy lies in this very distinction – system is not dramatic. By dramatic I mean capable of or functioning in the capacity to create an emotional response.
I will also note that every mode of GNS roleplay uses the idea of characters, a fictitious entity that is quantified in some way that allows us to identify and conceptualize it. This is the same as saying that roleplay, as we understand it in our hobby, uses this construct as the means by which the players explore. Why state the obvious? I think it very important to make clear some distinctions between roleplaying and other forms of recreation. We choose to roleplay over other forms of recreation – why? There are other forms of combat, such as miniatures and tabletop war games that have rules, avatars (but not individual dynamic personas) and randomizing elements but we have chosen to roleplay instead. We can compete against one another in board games, sports, or video games, but we choose to roleplay. We can even opt to watch a movie or read a book, (and here there is much cross over from them to roleplay) but still we choose to roleplay. Why?
I would also like to bring forward into my long-winded drive towards a point is that conflict is also present in copious amounts in our roleplay past time. Again this may seem obvious but there are other pastimes that we engage in that aren’t based in conflict. Conflict is deeply embedded into the roleplay experience, and countless pages in innumerable systems have been devoted to conflict resolution (be these systems task resolution that has an inherent but hidden conflict or combat resolution with its overt presence of physical conflict), but something critically important has been left out – theory on the use of conflict as an exploration tool. In my limited exposure to game systems, but from what I can gather from several bulletin boards that discuss roleplay, including this one, hardly any thought at all give been devoted on how to USE conflict beyond an end unto itself.
Given that so much of roleplay is rooted in or drives to dramatic elements (the primary act of roleplay expressed in exploration [Character, Situation, Setting, Color] along with the use of empathetic avatars known as characters) I make the assertion the roleplay is a dramatic form. I believe roleplay has much in common with movies, books, plays, even poems and music even though it is unique in how it functions, as each form is. (I believe roleplay is most closely aligned with the narrative form.) The thing they all have in common is that they are all evocative.
We roleplay to feel things.
Yes, anything we do has an emotional component, but the very essence of roleplay, the act of exploration and all the elements that are explored (at least the 4 that I had indicated), places roleplay clearly in the camp of those activities designed to engage our emotions directly. Granted we don’t read a book or go to the movies because we decided overtly that we want to “feel things”, but it is in the act of suspending our disbelief and empathizing with the characters that we do “feel things.” And it is the summation of these various feelings and our emotional reactions to them that determines if we enjoyed ourselves.
Ok. Why all the fuss? So roleplay is a dramatic form (and in my opinion one most similar to a narrative one at that). Big deal. What’s my real point?
This brings me back to the GNS form of Simulationism. One of biggest issues I have with the description of Simulationism is actually summarized in this quote which I have lifted from Ron’s essay on Simulationism. (I hope you don’t mind Ron!)
What's fun or good about that? Simulationist play looks awfully strange to those who enjoy lots of metagame and overt social context during play. "You do it just to do it? What the hell is that?"
The way the essay is structured I too wondered why anyone would play that form (and I am a simulationist at heart!) The reason, as I see it (which means I could be waaaaaaay off target) is that conflict is glaringly absent. We have all the elements of dramatic narrative, (character, situation, setting, color) but we are missing the one thing that makes all the items click into an interesting whole - conflict. Conflict is the Go element. Conflict is the motive force that drives events forward. Conflict reveals character. Conflict evokes emotions. Without conflict you have a static existence. Without conflict you have description, but no drama. You have a character description, but he is not revealed or tested. You have setting but without conflict it is nothing more than a travelogue. Situation without conflict is description. Yet roleplay is by its nature dynamic. We don’t roleplay to exist, but to do. But to do what? Ahhh! That’s the question facing DM’s every time they prep a game session. However, doing presupposes desire, and as we know in this life, nothing worth achieving is easy (implications of conflict/complications impeding desire fulfillment). The record of the characters solutions to the conflicts impeding his progress to his goals is the story. How the character responded to the conflicts reveals character as well as drives the even forward.
I propose that Simulationism is not a passive state of gaming being or experiencing, but an active process where excitement, emotions, fights, story development, character exploration, etc which are all actively alive and pursued via the exploratory action of conflict. The difference between the use of conflict in Gamism and Simulationism is that in Simulationism conflict is not an end unto itself, but a tool of the DM.
Once conflict is included into the exploratory tools set, I believe Simulationism will come much more into focus. I wish I could include some thoughts on Narrativism, but I have not yet found the article on it. I feel somewhat exposed because of that, but I hope to have made some cogent arguments. I will make some broad statements that I hope won’t be taken as provocative but I think will shed some light. Gamism is the overt wrestling with conflict (I WANT to win – defeated the conflicts). Narrativism is the overt manipulation of conflict as a narrative tool (Wouldn’t it be cool if the story [the conflict/drive element] did this?). Simulationism is the visceral experiencing of the effects of conflict as it explores the various (narrative/dramatic) elements.
I will close soon for I have probably put my foot in my mouth more times than is good for my own health. But let me say this before I go. I believe it is the desire for a visceral experience that fuels the drive, for lack of a better term, emotional veracity and “realism/plausibility”. (I know realism is not an effective term because it connotates so many things but I hope by pairing it with plausibility the gist of the idea is communicated.) We want characters and a world that makes emotional sense though the physics and the history of the world may be very different from our own.
I will now go and hide in a dark corner waiting for the dissection to begin. It was not my intent to offend or to make overly broad generalizations. If my rhetorical form is lacking I hope it will improve. I do enjoy reading everyone’s postings on these boards and I hope that in some small way I have made a contribution to the understanding of this most excellent past time.
Best,
Silmenume. (Elvish for Bright Shinging Star of the West – my Vanyar Elf PC in a middle earth RPG)
(Though in my exhaustion I did not get a chance to refer back to the quotes I lifted from Ron’s article I hope to do so in the future. Perhaps if I haven’t been too opaque in my arguments the relevance of the quotes will be apparent.)
On 10/25/2003 at 9:33am, Ian Charvill wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I think there are some issues with focussing too much on the rejection of the metagame implications in sections of Ron's essay. The paragraph is more telling [emphasis added]...
“My final point is that this mode requires clear player-character/real-person boundaries, in terms of in-character knowledge and metagame knowledge. There's no single set of boundaries that applies to all ways to play Simulationist, but whatever they are in a given instance, they must be clear and abided by.”
I think we established firmly here that metagame sim - overtly and happily metagame with very little consideration of character/real person boundries - is a perfectly valid form of sim. So that while rejecting metagame elements occurs in sim in a way that would be problematical in narrativism or gamism, thinking that sim must require the rejection of metagame elements is an error.
I also think that the metagame goals of gamism and narrativism - competition and premise - occur in submerged forms in simulationism. Competition occurs submerged in the form of conflict and Premise submerged in the form of theme (conflict I would tend to put in the Situation box; theme in the Colour box).
Therefore a sim game can be lousy with conflict without straying into the Gamist realm - the conflict is not an end in itself but it flows from something inside the game. Sim motivated by conflict is merely Sim, Exploration of Situation (I tend to believe this to be a very common form of sim).
Similarly you can have simulationist facilitating games with heavy focus on theme. Call of Cthulhu is a very good example of this. Due to the ever present Sanity rolls and losses, CoC play is packed with the theme of Humanity is Destroyed by Secrets They Were Not Meant to Know. This is Sim, Exploration of Colour at it's strongest - we're revelling in genre conventions even as our characters fall to pieces.
In a narrativist game you couldn't of course play to that theme - Humanity is Destroyed by Secrets They Were Not Meant to Know - you could only play to the premise of Is Humanity is Destroyed by Secrets They Were Not Meant to Know? A play outcome of humanity becoming stronger through those secrets would not be unexpected.
I hope this is all relevent to your post, Silmenume, if I'm heading off in the wrong direction then reign me in.
Forge Reference Links:
Topic 8108
On 10/26/2003 at 9:43am, Silmenume wrote:
Conflict is the Go of Roleplay and thoughts on Simulationism
I apologize if by not broaching the topic directly that I implied that Metagame is verboten in Simulationist gaming. I made the false assumption that when discussing a topic it is understood that we are not speaking in absolutes, but tendencies and trends. The GNS model describes behavior; it does not proscribe it, at least as I understand it. That being said I agree that Metagaming behavior in a Simulationist priority game is not prohibited, but I do believe it is an element of gaming that, should it become “over used”, will begin to have a negative impact on the suspension of disbelief of the imagined space. One cannot be (or it is phenomenally difficult to be) “in character” (1st person or actor’s stance) feeling what the character feels and discussing some event from a 3rd person point of view at the same time.
Ian I did read the post link you provided in your post, and I thank you for do so. Upon reading the entire thread I came away with basically that one poster indicated that he enjoyed playing lots of meta in a Simulationist game and did so successfully. This is not an attempt to gainsay you, but I am holding off on accepting his experiences as doctrine until the idea is explored more fully.
Again I call upon some quotes lifted from the Simulationist article (authored by Ron Edwards) to lay some foundation for my assertions.
“…what matters is that within the system, causality is clear, handled without metagame intrusion and without confusion on anyone's part.”
“Internal Cause is King
Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action.”
“Two games may be equally Simulationist even if one concerns coping with childhood trauma and the other concerns blasting villains with lightning bolts. What makes them Simulationist is the strict adherence to in-game (i.e. pre-established) cause for the outcomes that occur during play.”
I believe these above quotes do make a very strong case for the idea of internal causality in the Simulationist mode of play. It has been stated many times that because a game prioritizes a mode of play, does not mean that the other modes are not present. It means that a special emphasis has been placed upon certain priorities resulting in a great preponderance of those certain priorities being used, but not to exclusion. I believe and argue that metagaming is not a priority in Simulationism and its use should be minimized, I do NOT argue that it should be disallowed. I caution that by its nature metagaming can (not necessarily will) cause either drift or dysfunction if overly expressed during play in a Simulationist game. To the best of my limited understanding metagaming is one of the key elements of Narrativism and Gamism and its lack is one of the key elements of Simulationism.
Ian Charvill wrote: I also think that the metagame goals of gamism and narrativism - competition and premise - occur in submerged forms in simulationism. Competition occurs submerged in the form of conflict and Premise submerged in the form of theme (conflict I would tend to put in the Situation box; theme in the Colour box).
While competition can occur insitu (in character within the game) should it become the driving goal of the player then the priorities of the game have drifted, especially if the competition is expressed on metagame levels. Let me make clear that conflict does not equal competition. Competition is a subset of conflict but is not the only from of conflict. Conflict can exist without competition, but competition cannot exist outside of conflict.
The same holds for the Narrativism. Themes can be explored in the course of Simulationist play, but if the goals of Narrativism, the active and metagame pursuit of theme takes precedence over exploration, especially on a metagame level, then the game has drifted. I do believe that theme can be a vital part of Simulationism, richly so if handled properly, but best if explored from within as opposed to being thrust upon from outside.
Ian Charvill wrote: Therefore a sim game can be lousy with conflict without straying into the Gamist realm - the conflict is not an end in itself but it flows from something inside the game.
I agree with the first part of your sentence completely! I am dismayed that the meme did not get through in my first post… oh well, chalk that up to my inexperience in rhetorical writing. Conflict is not and end unto itself – it is tool, a method used in the act of exploration in roleplay. However the second half of your sentence has the arrow of causality flowing in the wrong direction (Note – thesis coming up!). Conflict is not something that flows from within the game, rather conflict is the source from which all exploration flows! Without conflict one can only make observations, but one cannot explore.
Ian Charvill wrote: Sim motivated by conflict is merely Sim, Exploration of Situation (I tend to believe this to be a very common form of sim).
Not merely Sim. With minor modifications it IS Sim. To whit –
Conflict + Character + Situation = The Exploratory action that is Sim.
One cannot explore Character without exploring Situation because the addition of conflict creates Situation. One cannot explore Situation without exploring Character because how one responds to conflict illuminates Character. The types of conflict a Character faces and the Setting can lead to Theme being investigated during Exploration. Setting and Color support the Exploration process in Sim, and while they are absolutely integral to Exploration they cannot function as a stand-alone priority in play.
To extend this metaphor a bit more I will propose the following two “diagrams”.
Conflict + Setting = Gamism.
Conflict + Situation = Narrativism
I understand this is a gross over simplification, but I think there is some merit in at least exploring these ideas. If they prove to be of no merit then throw them out and I apologize wasting anyone’s time. To start with the Gamism diagram I operate under that assumption that the competition (step on up) is clearly the driving motivation for that mode of play. If that is the case then what largely remains to be determined is the manner in which the competition will play itself out and this will be strongly determined by Setting. Will we be competing in a future setting, a fantasy setting, contemporary, a space setting, etc.? The Setting determines the shape in which this competition will be played out, but is of itself not a primary interest. This is not to say that other items of exploration aren’t involved or that the players don’t have other interests, but for this example I stripped the argument down to it barest components.
I believe that Situation (plus conflict) is the driving interest in Narrativism because of its primary interest in theme. Situation can illuminate Theme, especially if Situation is tightly controlled or only allowed to unfold in certain directions via Metagamist intervention. If the primary interest in Narrativism is Theme or perhaps Thematic Questions then Exploration of the other 3 dramatic elements fall back to a position of lesser importance. This is not to say the other 3 do not exist or are not explored in Narrativist play, but I believe they are there primarily to support the Exploration of the Situation and by extension the “Question”. (I don’t know very clearly for I have not yet read an essay on Narrativism so I ask some latitude – I regret if I have made some incorrect assumptions.)
This leads me to posit the following (in VERY broad and general terms) -
Gamism = Competition
Narrativism = The Question
Simulationism = Drama/Emotions
The question then arises as to why the driving need for the imagined reality to be modeled so deeply or unyieldingly. In other words why is so much attention paid to the (imagined) world and how it functions (modeled) that this mode of play can be labeled Simulationism? I think much of the reason for the search for plausibility/details/internal consistency lies in the need for the world to be logical if we players are going to open ourselves up emotionally. This works on several levels. First we all hate being pulled out of a scene because the physics of the world behaves in an inconsistent manner. (How many of you have been watching the climatic 3rd act of a movie and had the film break? While the cause was not an in form inconsistency the frustration of being pulled out of the moment is the same.) Second if we are going to invest emotionally in a game/movie/book we begin to project forward and if the “rules” change out from under our feet we feel bitterly betrayed. (While we enjoy the feeling of falling while riding a roller coaster, we do not want the tracks to actually disappear out from under us.) So it is my belief that the drive to create an “accurate” or “consistent” (aka emotionally safe) model of the imagined world is what drives this mode of roleplay to create an imagined space that is so consistent that it could be said to Simulate. If we are going to invest/expose ourselves emotionally we want to do so in a manner that will minimize negative (implausible) experiences.
Creating an interesting and engaging dramatic event is no easy feat. Just look at all game systems that spend oodles of pages on setting, character creation, conflict resolution (be they combat or non combat skills), etc., but hardly a peep on how to make a riveting game experience. In a certain sense one could surmise that it is easier to create a game system than it is to teach techniques of effective dramatic form. I think it certainly helps explain why system tends to be so highly developed in Simulationist games.
While much thought has been given to character design, creation of setting, even situation and color I think it is time that effort be spent on discussing the role of conflict in exploration. The GNS models talk about Exploration as being the “sea” upon which the priorities of all other aspects of gaming are “floated” upon, but nothing (very little?) has been addressed to what it means to Explore and how to go about doing it. We have been taught much about how to build the piano, but we don’t know how to play it.
In light of what I have discussed I would go so far as to say that Simulationism is a misleading appellation. Simulationism connotes a passive emotionless almost scientific modeling process. I believe that the gaming mode that is currently referred to as Simulationism is much broader and much more dynamic and interesting than what the name connotes.
Some thoughts. I hope they spur some more in return.
Best.
Silmenume.
On 10/26/2003 at 12:54pm, Ian Charvill wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I think what you're aying is essentially this, that:
The key to productive sim play is emotional engagement with the imagined elements. For many - maybe even most, maybe even everyone except me - this means something involving immersion or suspension of disbelief. I'm jsut going to use the term engagement here because Immersion/SoD both carry baggage that I'm not sure I'm happy getting into (YMMV).
In terms of what helps with engagement, certainly strong consistency of in-game causality is an important one and Actor stance (perhaps aided by occasional, convert, Author stance) is another.
I would also suggest the following three:
Pacing - lulls in the action are an easy time to get distracted so keeping things moving is important.
Environment - playing the Lord of The Rings RPG while the stereo's blaring out a Bill Hicks CD may be disruptive; conversely if that same stereo is playing the score from The Followship of the Ring it may be very helpful.
Avoiding Covert Out of Game References - certain scenes are apt to break engagement - because they are reminiscent of a Monty Python sketch, becaus they remind someone about what happened to them last Tuesday and now here comes an anecdote - being aware and controlling the references within scenes is a worthwhile thing, though not always easy.
Now, for me, personally, engagement is also increased by personal creative investment in the imagined elements of play. This can involve heavy use of metagame elements but this doesn't have to be the case. Frex, many people seem to be more engaged by sim play when they've created their own characters as opposed to playing pre-gens. In other words, I think that another technique that can be useful in promoting engagement, is to give players ownership of part of the imagined space. Now, traditionally, this is limited to the player's own character and a small amount of associated space - their kit and maybe a few close relationships (allies, enemies, dependent NPCs).
Now, I'm apt to get hobbyhorseish about this because I am that guy that proposes the heavy-metagame sim in the other thread. But, unless you want to follow that particular avenue further, I'm going to drop it there unless you want to cotinue (if you want to go into it further feel free to PM me).
* * *
Asides:
I don't think you're the first person to question the appropriateness of Simulationism as a term, but I don't think there's much milage there. The term is what it is, but just abbreviate it to S or to Sim, if it helps you to just think of it as an abstract lable.
I've found it helpful w/r/t narrativism to focus tightly on the difference between Theme and Premise: Premise being the question to which Theme is the Answer (e.g. "What is Love Worth?" as compared to "Love Conquers All"). Narrativism is play focussed on Premise rather than Theme. Theme is a pretty common result of Narrativist play, but I'd argue that Theme qua Theme is also pretty common in Simulationist* and Gamist** play.
Situation is just what happens when character meets situation, and I suspect all three GNS modes find most of there productive play at that juncture.
* e.g. CoC & Humanity is Insignificant in the Face of the Unknowable Vastness of the Universe
** e.g. D&D & Good is Destined to Strive against Evil
On 10/26/2003 at 3:28pm, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hi there,
I'm not sure what to say except that this is a wonderful dialogue. Thanks to both so far.
My current thoughts on the "does Simulationist play have a metagame priority?" are that people can mean the same thing by answering either Yes or No. In that circumstance, the best thing to do is to use Gamist and Narrativist play as a contrast, and if you see a distinctive difference between S and [GN] in terms of how real-people agenda impacts the imaginary events, then you're all good. No need to parse that out differently at this time; it doesn't seem to work out well in this medium.
Best,
Ron
On 10/27/2003 at 6:14am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Silmenume, I find myself disagreeing with you at one of your foundational premises.
Simulationism has nothing to do specifically with first person play or character identification or emotional involvement--no more or less than any other mode. In fact, some people play wargames in what is simulationist mode, completely non-competitively, just to determine "what would happen if". Some years back I had an extended correspondence with a fellow who called role playing "the great thought experiment", by which he meant that you could use it to ask "what if?" about almost anything and produce an answer through play. This is simulationism: the desire to know what something would be like. It can be all of those things you suggest, but it can equally be completely detached--emotionally satisfying only in the same way as learning calculus is emotionally satisfying if you wished to do so.
On the issue of metagame in simulationism, In the article Applied Theory
in the section on apportioning credibility I wrote: It is much more difficult to address credibility distribution in simulationism. What matters here is the verisimilitude and consistency of the shared imagined reality; that is, all players must see the same thing and believe it. This does not preclude broadly shared credibility; it does require a solid agreement on the nature of the reality. If we're playing in a medieval fantasy world, exploring an abandoned castle, a player given credibility could announce that he saw objects on a table, and describe the objects he saw. As long as those objects do not upset the agreed nature of the reality, such credibility is not problematic. Thus it is evident that the objects could include bottles and lamps, perhaps swords and daggers, possibly jewelry, all things which would typically be found on such tables. Were the player to describe seeing laser guns or kinetic blasters there, this would clearly violate the agreed reality, and his credibility would cease at that moment. However, there are difficult cases here. The player might describe finding the famed lost jewel of Prince Balthazzar, or opening a bottle to release a djinni, or discovering a scroll with a map to a hidden treasure. These, too, are all plausible within the setting, but may be stretching the credibility of the player. For this reason, it is more common for simulationist games to prefer narrower credibility for the players and broader credibility for the referee. It is not a necessary arrangement, but it does tend to support simulationism better.So I agree that metagame aspects are rarer and much more difficult in simulationist play, but still am persuaded that they can be functional. The problem you have is that you see metagame as breaking the player/character link, but that link is not central to simulationism. The question about metagame in simulationism is not whether it interferes with the player's ability to feel like he is in the character's position, but whether the metagame functions in a manner which enhances the in-game reality.
As an example (I think this is Feng Shui, but I'm not certain of the details so I'll describe it generically) we could have a martial arts based game which was entirely simulationist, intending to produce a world very like the Wuzia/Kung Fu movie worlds. In doing so, we could include what is in essence a metagame rule concerning combat: the more colorful and original a combat move is when described, the more likely it is to succeed. Thus if a player says, "I punch him", he is unlikely to have much impact on the situation; but if he says, "I throw my arms back as I begin to bend over into a back handspring, and bring my feet up to kick him in the face before bouncing back out of reach of his next attack", he gets bonuses on his dice. That is a metagame mechanic which effectively enables the players to enhance the reality of the Wuzia/Kung Fu Film world. (Note that it is a bit different from saying "I use the backflip kick maneuver"--the metagame mechanic is encouraging player description as a way of enhancing game reality; the other would simply be built-in in-game tactical options. Further, by using description, we encourage player creativity and so have constantly changing fight scenes, rather than reliance on tried and true maneuvers.)
At one point in your discussion, I was reminded of the section in Ron's GNS essay, $#!+ I'm Playing Narrativist!--but I don't know for certain that that's what you're doing, I'm just suspicious.
Anyway, I agree that simulationism need not be emotionless. I also think that gamism and narrativism can be played in both highly invested emotional modes and reserved observer modes (and possibly other modes as well).
--M. J. Young
Forge Reference Links:
On 10/27/2003 at 2:57pm, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hi there,
M.J., do you think that your point of disagreement would be diminished (not refuted, just diminished in importance) if Silmenume's point is specified to be a historical observation? That's pretty much the line I took in the essay.
Best,
Ron
On 10/28/2003 at 1:30am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Let me attempt to parse my agreements and disagreements a bit more clearly.
I agree that we play simulationist games for reasons which involve emotional satisfaction. I disagree that that emotional satisfaction either must or always has come from character identification. We play gamist games and narrativist games for emotional satisfaction. We play Pinochle and Miniature Golf and Trivial Pursuit for emotional satisfaction, as well as attend movies and read books and even in some cases go to school--and these clearly don't involve character identification. My objection is that the idea as presented is saying "This is the reason people play simulationist games". I am quite happy to concede that it is a reason that some people play such games, and even that I have played some simulationist games with this character identification/secure illusion of reality as one of the principle motivations. I have also played simulationist games for other emotionally satisfying reasons, such as seeing how an idea plays out among a group of characters, or attempting to emulate something that resembles real-world physics, or hearing the descriptions of an alien world. There are a lot of ways in which games can be emotionally satisfying, and some are so in more than one way.
So I agree that this is a line worth pursuing, as long as it is understood that we are exploring one form of simulationism, and not its central defining concept.
As far as historical context is concerned, that's more difficult to say. For most of the first decade of my gaming experience, I had little or no contact with any gamers outside our rather isolated gaming group. If that is how most people did play, it would be outside my knowledge; we did not always do so (although we were certainly the kings and queens of constant drift).
I also object to the notion that simulationist play must include conflict to be interesting. Simulationist play may include conflict to be interesting, but it can instead become interesting through the aspect of invention/discovery (two sides of the same concept). I would love to have someone drop me into Perelandra, just so that I could experiment with the floating islands and have that feeling of walking on the tops of waves. I don't need a story or a conflict or a tension to find a world interesting.
My wife is an extremely avid reader. She reads more than she can afford to buy, and so re-reads many books repeatedly. Her favorite parts of most books are not the issues or the characters or the action, but the descriptions. Just tonight she stopped my mad rushing to somewhere to have me pause and read a page out of Steinbeck's Of Mice and Men, in which he describes a quite afternoon looking out at a bend in the river. The vividness of the description is wonderful. She considers Steinbeck's stories to be rather on the depressing side, but she loves the skill of any author who can do that. She recently read one of CJ Henderson's books (I brought it back from the con--the non-supernatural one with the private eye). She said it was terribly violent and in places unnecessarily vulgar, but that he did have a wonderful talent for description that made it worth reading.
Not everyone needs conflict to be interested in what we call in the more general sense story. My creative writing professor made us write several short pieces before we wrote a story, one of which was a description of a scene. That can be as engaging as an action movie, if it is a well-told description of an interesting scene.
So I object to the notion that simulationism requires conflict to be enjoyable. Again, it certainly may contain conflict, which may contribute to the enjoyment thereof by many players, but it is not an essential ingredient.
I see the metagame issue as a side point. If we want to say that early simulationist games avoided metagame as disruptive to the in-game reality, I would concur that even today most simulationist games do so; but I believe I've demonstrated that this is not a requisite of simulationism, but rather an approach to design and play that is easier and perhaps more common.
So by all means, continue to discuss these aspects of simulationism; please, though, recognize it as one denomination, and not the entire religion. I may even have more to contribute to the thought on that basis.
--M. J. Young
On 10/28/2003 at 3:04am, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hello and thank you all for having taken the time to read my ideas and post thoughtful responses.
Ian, I think your summary of my ideas is pretty close to the mark. Your suggestions as to how to aid engagement are virtually identical to some of the tools that I/we do use. It strikes me as a little fascinating that the same tools should arise independently when discussing like goals (though not necessarily supporting them).
An issue that keeps arising now is the definition of Metagame and as it is growing in importance in our discussions as its role/effect in determining GNS mode I will spend some time trying to clarify it definition. By way of starting I will begin with what I think is a fairly good start with one of your engagement enhancing suggestions, but with some changes.
Originally posted by Ian Charvill
Avoiding Covert Out of Game References
Here, to me, lies the heartbeat of Metagaming, but let me rephrase it fist.
Avoiding “OVERT Out of Game/Engagement (Metagame)” References.
First note I believe “avoid” is the operative word, not “eliminate”. It is impossible, unworkable, and thus undesirable to roleplay without some out of game references.
This definition can be broken into 2 parts – Metagame references that have nothing to do with affecting the Imagined Space, i.e., references to Monty Python sketches, events in real life that happened last Tuesday that break engagement and Metagame references that impact directly on the Imagined Space but do so in a fashion that breaks in game causality.
Which brings me to a portion of a posting by M. J. Young.
M. J. Young wrote: On the issue of metagame in simulationism, In the article Applied Theoryin the section on apportioning credibility I wrote: It is much more difficult to address credibility distribution in simulationism. What matters here is the verisimilitude and consistency of the shared imagined reality; that is, all players must see the same thing and believe it. This does not preclude broadly shared credibility; it does require a solid agreement on the nature of the reality. If we're playing in a medieval fantasy world, exploring an abandoned castle, a player given credibility could announce that he saw objects on a table, and describe the objects he saw. As long as those objects do not upset the agreed nature of the reality, such credibility is not problematic. Thus it is evident that the objects could include bottles and lamps, perhaps swords and daggers, possibly jewelry, all things which would typically be found on such tables. Were the player to describe seeing laser guns or kinetic blasters there, this would clearly violate the agreed reality, and his credibility would cease at that moment. However, there are difficult cases here. The player might describe finding the famed lost jewel of Prince Balthazzar, or opening a bottle to release a djinni, or discovering a scroll with a map to a hidden treasure. These, too, are all plausible within the setting, but may be stretching the credibility of the player. For this reason, it is more common for simulationist games to prefer narrower credibility for the players and broader credibility for the referee. It is not a necessary arrangement, but it does tend to support simulationism better.
In the listed example of finding a table with objects on it, “depending on how it was handled”, I do not believe it to be a case of Metagaming. “Depending on how it was handled” is a critical issue here. If the DM completely describes a room, and does so without the mention of a table, then the player saying, “I see a table” breaks causality. The reality had already been established with the DM’s complete description and the player altering/impinging on that reality (Imagined Space) without the use of in game resources to do so is Metagaming; he is breaking causality. However if the DM leaves space in his description where it is plausible that such a table could be found, or at least not specifically prohibited, then that player is aiding the exploration of Setting, not contradicting it/breaking causality.
I do not believe that credibility is identical with the issue of Metagaming. Rather I believe credibility is a yardstick whereby one can measure if a player’s action is Metagaming or I could say whether one is straining or breaking in game/Imagined Space causality. It is at the point when credibility hits zero that cries of foul (Metagaming outside the social contract) are cried. For example a DM with low credibility kills a PC in combat. The Player who does not trust (has a high credibility faith) in the DM believes that the DM broke causality and imposed a Metagame agenda by killing the player character in a fashion that was not consistent or supported by the “reality/plausibility/physics etc.” of the Imagined Space. In other words the DM enforced an out of Imagined Space (Metagame) agenda upon the PC that did not stem from an in game cause but from a desire of the DM that bypassed internal causality.
The above example highlights two issues. First is that when action credibility goes to zero Metagaming is resulting call by the effected. Second credibility is an incredibly important issue in gaming.
To go back again to the essay posted by M. J. Young, that a player was exploring setting by “painting in details” is in itself not Metagaming if the Imagined Space/internal causality is not broken. However, as you had indicated, credibility can be strained if the items “painted” into the scene stretch the bounds of internal causality. Your average noble is not likely to just leave lying about the famed Jewel of Prince Balthazzar on a table without guards and other protections. This doesn’t mean it can’t happen, but it shouldn’t happen all the time. Using the same, possibly incredulous (low credibility or credibility reducing), example if a PC does this many times then the play can then be accused of Metagaming when his credibility reaches zero. If the player does this consistently to his own, or even his party’s betterment, then he could even be accused of drift into Gamist play. He has broken internal causality so often that it becomes apparent that the player’s priorities are more that of winning or being better than others than he is of consistent Exploration of the Imagined Space. Although subtle, when it becomes “clear” to others that the player is manipulating circumstances (his credibility is zero – he is no longer subject to the internal causality of the world but actively altering it to his favor) then his actions become overt – seen and understood by others to have an agenda that transcends Exploration and the need to maintain Internal Causality. Determining credibility is not a black and white issue, and is a tough one to handle, and it is something that I believe should be handled on some level in the Social Contract.
However, if this give and take works, this “painting in”, then this brings me back to something Ian stated in his post encouraging engagement.
Originally posted by Ian Charvill
I think that another technique that can be useful in promoting engagement, is to give players ownership of part of the imagined space.
Again I agree with you, but with a slightly different emphasis.
Give players partial ownership of all the imagined space.
I would love to go into that topic, but that would require a whole post of its own.
M. J. Young wrote: Silmenume, I find myself disagreeing with you at one of your foundational premises.
Simulationism has nothing to do specifically with first person play or character identification or emotional involvement--no more or less than any other mode. In fact, some people play wargames in what is simulationist mode, completely non-competitively, just to determine "what would happen if". Some years back I had an extended correspondence with a fellow who called role playing "the great thought experiment", by which he meant that you could use it to ask "what if?" about almost anything and produce an answer through play. This is simulationism: the desire to know what something would be like. It can be all of those things you suggest, but it can equally be completely detached--emotionally satisfying only in the same way as learning calculus is emotionally satisfying if you wished to do so.
This is why I think the moniker Simulationism is confusing or misleading when applied to the S mode of play of the GNS model of Roleplay.
The example of a war game being played in a non-competitive fashion is not the same as Simulationist Roleplay. Several key elements are missing from the war game analogy that are abundantly present in Sim Roleplay. The first is that Exploration is absent from war games. There are no characters/avatars that we as players use to Explore the world. If there are no characters then it’s not Roleplay. Roleplay has a distinct set of actions the primary of which is Exploration. To me, and maybe this is where things are going to really fall apart, Exploration is an experiential/dramatic process. We are Exploring human beings (dramatically speaking – though we make be donning different raiment’s in the forms of different sentient and feeling races) not inanimate processes. The act of Exploration, as defined within Roleplay constraints, is a dramatically revealing process.
To borrow your definition - Simulationism is the “desire to know what something is like.” The “desire to know what something is like” is an empathetic desire. This empathetic desire is a very different goal (and experiential process) than desiring the knowledge of how something will turn out, such as simulating a battle to “see what results” or “what would happen if,” which is basically modeling. That is a Metagame goal beyond the reach of Exploration. Perhaps that could become a mode of play separate from what is currently called the S mode.
As an aside I would also like to note that usually when one is interested in “seeing what happens” there is an implicit understanding that we are testing or at least comparing results of more than one run through (actual simulation) based upon different data sets (trying different things) but with the same conditions. This comparison does not necessarily have to be matched against the results of action with the same group of players, i.e., one could be comparing against another groups results, but this does introduce difficult to account for variables. While Gamist play may allow for such play, like competing teams at conventions, the goal here is to win, not to just “see what happens.” While this “scientific method” of play may be applied to roleplaying I have yet to see such play. (I understand, though, that one person’s experiences don’t make for a good data sample)
When one models to see the result of some actions, like in a war game, especially one where the competition priority has been set aside, the goal is not the process, but rather the results of the experiment. Exploration, in Sim play, is not goal oriented rather it is experiential. “To know what something is like” is to experience the event; it is not factual knowledge, but a deeper more personal emotive knowledge.
This distinction between 2 types of knowledge, the factual distant type, and the personal/experiential/emotive type is not just some semantic argument, I believe it is germane to this discussion. Spanish, if I can remember back to my high school days, has two distinct forms of the verb, to know; conocer and saber. Saber - to know a fact, to know something thoroughly, to know how to do something. Conocer - to be acquainted with a person, place, or thing. This distinction of types of knowledge, that which is distant and that which is personal experiential, goes deeply back to the roots of Western Civilization as the distinction is made some 5000+ years ago in the Old Testament.
I believe Exploration within the Simulationist mode of Roleplay is of the “desire to know what something is like” camp. It has all the tools used by other empathic exploration genres like novels and movies.
M. J. Young wrote:
At one point in your discussion, I was reminded of the section in Ron's GNS essay, $#!+ I'm Playing Narrativist!--but I don't know for certain that that's what you're doing, I'm just suspicious.
I went hunting all over that citing for the reference you were making. I finally found it under “But I’m story-oriented”! As a response I quote from the article itself -
“’Story’ may mean ‘series of caused events,’ in which case the issue is trivial.’”
Very close to my feeling that story is not something created prior to play, but is the historical retelling of what transpired during the course of play.
Best.
Silmenume.
Forge Reference Links:
On 10/28/2003 at 1:16pm, Ian Charvill wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
A couple of distinctions that I think'll be useful at this point:
Sympathy/empathy - sympathy being feeling what someone else is feeling, empathy being understanding what someone else is feeling. They're not mutually exclusive but neither does one mandate the other. I would suspect sympathy to be a great drive in most people's actor stance sim play (especially that type usually called 'immersive'). Empathy would be more of a guide in author stance sim play.
Metagame goals/metagame techniques: I don't think sim offers much of a metagame goal, if any - certainly this is distinct from G and N. Metagame techniques however - like all techniques - are more of a use to taste thing.
I'd end with a note about bringing imagined elements into play. I think that the process that gets called retconning - for retroactive continuity - is something that people have wildly differing degrees of tolerance for. I can get on with large amounts of very obvious, explicit retconning without breaking my engagement with the imagined world, other people would be against the least measure of it.
On 10/28/2003 at 2:12pm, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Quick clarification: M.J. is referring to a section in my essay Simulationism: the right to dream, specifically the one called "Oh shit! I'm playing Narrativist!" Not a section in the GNS essay.
Best,
Ron
On 10/28/2003 at 7:17pm, Mike Holmes wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Ian, unless I misunderstand you somehow, you have Sympathy and Empathy reversed. Other than that clarification, I agree with the point.
Mike
On 10/29/2003 at 4:10am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Wow, there's a lot to consider here.
I apologize for citing the wrong article; I'm going to have to go back and read them all again, just to get them straight.
Silmenume, you and I are using "credibility" in wildly different ways--both correct in English, but very different in context. I understand what you mean by saying that someone has depleted his credibility, but that's not consistent with my use of the term.
The idea of credibility as referenced in the article comes from a thread a couple years back about authority, credibility, and the shared imagined space. "Credibility" is the right of any participant to define elements in the shared imagined space. It is "apportioned" by the "system", that is, everyone knows how much each is allowed to contribute. If as a player I am allowed to define my character's actions but nothing else, that is the limit on my credibility--any statement I make about my character's action is credible, defining what he is doing in that shared imagined space; any statement I make about that shared imagined space that is beyond my character's ability to control is also outside my credibility, and I cannot make it "real" within that world. Yet there are games in which players have credibility to create and control objects within the game world that are beyond the control of their characters. In such games they, like the referees in most games, have greater credibility.
By this definition of credibility, it is not something that you lose because people don't believe you. It's something that you have because the system gives it to you. The referee has the most credibility not because we all trust him, but because our system (in the broadest sense) decrees that whatever the referee says is real is in fact real in the game world, and whatever he says is not real cannot be real in the game world. How much credibility the referee has varies from game to game, and system can dictate changes in that--for example, a fortune mechanic which allows the referee to override the player's statement of what he is doing, such as declaring that he has yielded to the temptation, or he is too drunk to do that, or he failed his will power check.
While you're using credibility in a valid way, it's not the way the word is used in the article (where it is defined).
There's also a problem with the word metagame; in this case, the problem is a lack of clear definition. The word means everything and nothing. In the current context, I have taken it to mean any ability to cause or influence in-game events by players other than the referee which involves real-world events. My Wuzia example was exactly of this sort. The effectiveness of the character action is not based entirely on the physics of the world, or the ability of the character, but in some part upon the action taken by the player to enhance the character's action through the player action. By describing a more vivid and interesting combat move, the player empowers his character to be more effective in combat, thus simulating the Wuzia world more accurately by using a metagame mechanic. Now, you can argue that this is not metagame; but if so, I'm going to have to ask you to define metagame. The definition you present in your post suggests that by "metagame" you mean "that which would be disallowed by all players in the game"; but if that's the definition, then there can be no valid metagame in any game, because what is disallowed is by definition disallowed.
Again, metagame is a side issue.
I do not believe credibility is the equivalent of metagaming even as I've defined the two terms; rather, I believe that credibility can be apportioned in a manner which provides valid metagame influence to the non-referee players, and that this then means a valid metagame mechanic. To cite my table example, if we've all agreed (that is, the system allows) that players can create detail consistent with the setting that is likely and not extreme, then the creation of the table is a valid use of credibility in a simulationist game, and may well involve the use of metagame mechanics; if we've agreed that only the referee can create or describe room detail, then the creation of the table by one of the other players is neither credible nor metagame--it's merely disruptive, because the player lacks the credibility to create the table, so it doesn't exist, so his talking about it is only delaying the game until we can get back to what the referee actually has described.
In this context, you wrote: If the DM completely describes a room, and does so without the mention of a table, then the player saying, ?I see a table? breaks causality. The reality had already been established with the DM?s complete description and the player altering/impinging on that reality (Imagined Space) without the use of in game resources to do so is Metagaming; he is breaking causality. However if the DM leaves space in his description where it is plausible that such a table could be found, or at least not specifically prohibited, then that player is aiding the exploration of Setting, not contradicting it/breaking causality.It is clear here that you're using "metagaming" to mean "breaking the rules". In that sense, you can't have valid metagaming in any form of gaming, because as long as it means "breaking the rules" it's cheating. The question is whether you can have metagaming that breaks the in-game causality but is still within the rules--accepted by the system, credible for describing the shared imagined space--and whether you can do it in a simulationist game. I say yes, you can give the players the power to create and control the game world the way the referee does and still be playing simulationist, just as you can give it to the referee. In a sense, the referee always has and uses metagame power; the fact that the players are also enabled to do this does not mean it's not simulationism--it only means it may be simulationism with a different apportionment of credibility through recognized metagame mechanics.
You subsequently wrote: The example of a war game being played in a non-competitive fashion is not the same as Simulationist Roleplay. Several key elements are missing from the war game analogy that are abundantly present in Sim Roleplay. The first is that Exploration is absent from war games. There are no characters/avatars that we as players use to Explore the world. If there are no characters then it?s not Roleplay. Roleplay has a distinct set of actions the primary of which is Exploration. To me, and maybe this is where things are going to really fall apart, Exploration is an experiential/dramatic process.I don't know that I could disagree with more points on this and still be speaking the same language.
Exploration is not absent from simulationist war games. It is perfectly valid to explore what would happen if we did this instead of that. If we were to set up the Battle of Gettysburg, for example, and then make changes to the strategy on each side, we might find ourselves with a very different outcome. That is exploration.
You say that it's not exploration because it doesn't have characters; but I don't see how characters make the difference. If I play Squeam, I've got a character--but far from identifying with him, I'm looking for the best way to get him killed in the most comically gruesome fashion I can arrange. That's still roleplay, and it's still exploration; it just misses most of what you seem to think is essential to those two concepts. We've seen role playing game designs in which players can vie for control of characters in the game world, spending player resources to be able to determine what this or that character will do--still roleplay, but completely devoid of any solid player/character connection. Such a game could be simulationist; I see no reason why it could not be in principle.
I accept your statement that there are two kinds of knowledge, that of knowing facts and that of intimate connection; however, I don't accept your assertion that role playing must be about the latter. It could quite easily be about the former, and often is, especially in simulationist play. In some simulationist play, players use pawn stance to move their characters through the world, because the character is only relevant as a camera angle through which to view the world. That is still about your intimate connection type of knowledge; but it has nothing to do with an intimate connection to the character--it is the use of the character as a conduit through which to establish an intimate connection to the world.
I think you are very much on the track of describing a formof simulationism; but I want it clear that there are many other forms.
To put this in perspective, I have encountered people who will tell you that all role playing games are a competition of the players against the referee. This is patently untrue; but it is a form of gamist play. However, even if we accept that there is a form of gamist play in which the players are pitted against the referee (of which Hackmaster is an excellent recent example, although someone recently mentioned an older one), it must also be recognized that there are gamist games, even gamist role playing games, in which players are working against each other; and there are gamist games in which the players in cooperation with the referee are working against the game. All these are very different forms of gamist play, and not every gamist will enjoy or even be familiar with all of them.
So too what you've described is a form of simulationism; but you've described it in language that implies very strongly that this is the only form of simulationism and that every simulationist plays in the ways and for the reasons that you're presenting. I'm fine with the idea that this is your experience as a form of simulationism; however, please don't ghettoize entire aspects of simulationist play that I have seen and enjoyed. Character identification is one popular form of simulationism; it is not the only one.
I would be quite happy if you would now ignore all of this and go back to discussing your character-centric high-identification zero-metagame simulationism concept with no more reference to these comments than a recouching of the attitude to which I objected, allowing that this is a valid and common approach to simulationism but not the only way it is done.
--M. J. Young
On 11/4/2003 at 4:45am, Silmenume wrote:
Some clarifications and a new mode called Dramaticism!
I will start off my essay here with a quote drawn from an earlier post –
Silmenume wrote: I made the false assumption that when discussing a topic it is understood that we are not speaking in absolutes, but tendencies and trends.
I say it again, while posting on these boards regarding human behaviors, unless specifically stated otherwise; I am speaking in trends, tendencies, priorities, not absolutes, musts, onlys, and the like. When discussing human behavior there are no absolutes, just trends. I will fully and happily admit that many forms of play are possible. My arguments lie primarily along the lines of what most people most strongly respond to most of the time. Even with the previous sentence the importance lies in that I am using trends, not absolutes. However in the realm of definitions I believe we can be very precise, or at least strive to be as precise as possible.
As the GNS model is really a description of human behaviors I regard it as such, a description, a method to try and categorize and label human behaviors. I too approach my essays in the similar vein. I am attempting to argue a case that will have the greatest impact on the largest number of people. I am not interested in formalism. I agree that many forms are possible. I also agree that all forms will have some adherents. But that is not what I am interested in. I am trying to bring forth the emotive majority in what has been primarily a dialogue of elites discussing many possible fringes. Genres in movies or Modes of roleplay arise not because someone dictated their existence (or mandated forms/modes), but rather they exist as a result of emergent and self-reinforcing behavior of masses of people that someone spotted. That we discuss them is an effort to understand and put some order into our efforts as theorists.
I use the term formalism with reference to this definition –
1. A method of aesthetic analysis that emphasizes structural elements and artistic techniques rather than content, especially in literary works.
I argue, and most history bears out, that most consumers of creative works have little overt interest in the exploration of forms, but have a much stronger interest in content. This does not mean that discussion of form is not without merit, or the actual works that place emphasis on form are without merit, but rather if one is discussing what “works” for most people I believe it is best to concern ones efforts to what most consumers care about. And that is what I most interested in. Consumers typically become interested in form when either it succeeds as a new means to experience content or when form interferes with the experience of content. The main thrust of my essays is that most players (not all) are interested in content, I believe that roleplay is primarily a dramatic form, but not necessarily the only form or one that every must adhere to, but that very little thought has been devoted to the best ways to facilitate the delivery of content (how to structure systems to that end and to allow for that notion to be taken into account in these discussions on system) or that it is even germane to these discussions. Much attention has been focused on Gamism and how to design systems that facilitate that Mode of play best for it is understood (or at least now it is) that competition is what is desired out of Gamist priorities. In other words it has been discussed on these boards that competition is the primary interest in players that enjoy the Gamist mode of play so let us create systems that facilitate that Mode. The same interest has been shown with Narrativism and the idea of Premise and the Central Question about the human condition in the design of games. Theory has helped to identify and perhaps distill what is most interesting to those players who enjoy the Narrativist priority for game designers and DM’s so they may best support those interests. These designed games can take many forms and emphasize different elements of Exploration but the do have an over riding focus. As it stands on these boards, to the best of my limited understanding, the abiding interest for Simulationism has not been identified. I, however, believe/propose that the abiding (not only), if not currently well understood, interest in Simulationism is dramaticism.
I believe (I do not dictate, but I propose and argue vigorously, for I can not impel anyone do anything, nor do I wish to do any such thing) that mode of play currently known as Simulationist is most directly geared to support dramatic content because 4 of the means of exploration are content (drama/story) oriented. Furthermore I would like to open up to discussion the idea that what is known as Simulationism be split into to two separate modes. One I would call Dramaticism, which would continue with the 4 areas of dramatic exploration and be understood to be as such, a means to explore story/drama in its experiential form and its various human interests. The other I would call Simulationism and it would be the creative priority domain of those games that prioritize system such as purists for system and those interested in simulation for its own sake. I would describe those priorities of play as those that are not interested in the experiential process but are more interested in the ends/outcomes (how things work out) or modeling (how well the system or how accurately the system mimics/imitates/predicts outcomes).
I DO NOT SAY THAT SIMULATIONISM AS I HAVE REDEFINED (for the sake of argument) IS ANY LESS OF A PRIORITY. I am not saying it a lesser form of play, nor am I attempting to “ghettoize” it. I do not make any value judgments regarding this mode of play, I am merely proposing a restructuring of the GNS Model to facilitate what I believe to be a better model understanding that accommodates more of what has not really been accounted for while reducing some of the internal tensions that exist in the current model of Simulationism as it is currently labeled.
To Whit – (again very rough and broad terms)
Gamism = Competition
Narrativism = The Question (regarding some aspect of the human condition)
Dramaticism = Drama/Emotions
Simulationism = Modeling
We model so extensively in Dramaticism because it helps inform us of our imagined environment. We care about the damage, range, and rate of fire of a bow because it helps us determine how we would react when faced with such a threat. If the potential for damage/death was low then we would not react the same way we would if the potential for extreme damage/death was great. Is this bow merely a minor annoyance or do we fear this thing greatly? If we are react to the environment we are going to need to have it act in predictable ways.
Also in this model of Dramaticism I again assert that conflict is the motivating source. Yes one can certainly enjoy beautiful descriptions, they add tremendous flavor to the game, but as a motivating force in a game I believe that a game founded/principally motivated/prioritized to description above events (implications of conflict) then the game will eventually fall apart for lack of motive force i.e., people will tend to get bored after a while. This does not mean such a game cannot thrive, but in general such a priority, be it explored in movies or books or TV shows tends to not resonate well with audiences.
Any thoughts anyone?
Some thoughts on the use of specialty vocabulary on these boards. It appears that M.J. Young took some exception to the way I used a word drawn from his essay. I apologize to him for causing some confusion and (what appeared to be) dismay on his part. The word in question was “credibility.” As I was unaware that the work had another specialized meaning, a vernacular meaning other than standard usage I made an error in a fashion that appeared that I was dismissing outright efforts by M.J. Young. I was not and I apologize if it appeared that I had been dismissive. I still stand by what I said, (which does not conflict with his use of “Credibility”) however I propose that in future cases where common words are give a more specific meaning perhaps some sort of tag, such as capitalizing could be employed to indicate something is afoot. I had no idea of the specific meaning of the word “credibility” was different from standard usage and there was no reference cited to suggest otherwise. I even checked the vocabulary section in the essays section of the sight after the rebuke and did not find the word listed. I don’t have any issue with the specific definition of the word as used by M.J. Young, and again I apologize for any misunderstanding, I just ask that in the future that any important word that has broader common meanings be flagged in some fashion so as to facilitate easier understanding and thus aiding constructive dialogue.
Ian and Ron I thank you both for your clarifications.
To continue with some words I propose again that Metagaming be defined as the following –
Overt out of imagined space references that violate the integrity of the imagined space. This definition can be broken into two parts. Metagame references that have nothing to do with affecting the Imagined Space, i.e., references to personal life events etc., that break engagement with the imagined space and Metagame references that impact directly on the Imagined Space but do so in a fashion that breaks internal (in game/imagined space) causality.
In game causality is not restricted to rules specifically and thus by breaking in game causality I do not mean specifically the breaking of rules. Breaking rules, “cheating”, can be a form of breaking internal causality (Metagaming), but that action is not the defining element here. Breaking internal causality is breaking the link between cause and effect that has been established in the imagined space of the game, i.e. the established (or at least understood) physics/reality of the world which can include the breaking of the arrow of time. Just because someone gives an in depth description of a battle tactic that can result in bonuses does not make it Metagaming. If the player says, “I swing overhead to get a +2 bonus,” then that is breaking engagement and could be termed Metagaming. But if the player states, “I pull my sword behind, and with a two handed blow I arc it over my head and drive down upon the skull of the Orc,” that is entirely in game even though he is reaching for a +2 bonus. The player is using an in game (in imagined space) descriptor that results in an established in game bonus without breaking engagement.
Another example could be the table in the room. If the DM clearly establishes that a room is empty and the player declares that he walks to the table then Metagaming issues arise. The player has established an effect, the existence of the table, without in game cause, i.e., magic. However if the DM is not specific or complete in his description of the imagined space it could be allowable that a player “fills in the blanks,” and not be Metagaming. The player is not placing something where it was clear there was nothing before in violation of precedent, rather he is filling in what was not fully established, he is aiding in the Exploration of Setting. In other words it is plausible that such a table was there just not seen by the characters and therefore not described. Causality was not broken. There does not need to be a written rule to allow this though it could be agreed by tacit approval by the DM.
Note, I am not arguing that Metagaming is inherently bad, I am arguing that Metagaming is in direct conflict with internal causality. As internal causality is key to “Dramaticism” excessive use can lead to problems. I do agree with Ian that it is a matter of use to taste, I just argue that that taste typically (not always) lies in the low end us use.
M. J. Young wrote: It is clear here that you're using "metagaming" to mean "breaking the rules". In that sense, you can't have valid metagaming in any form of gaming, because as long as it means "breaking the rules" it's cheating.
Not so, rules can allow for Metagaming and be an integral part of the game design. Internal causality within the Imagined Space and the rules system are not one in the same. Internal Causality is the arrow of time that follows the unfolding of a series of events (within a given framework – a combination of setting, rules, and common sense that picks up where rules left off) that led up to “something happening/effect.” The second form of Metagaming is the altering of that “something happening/effect.” Rules can allow for that altering, but can still be in violation of the arrow of time, thus breaking internal causality. A rule may allow a player to alter the outcome of an event by the use of some sort of currency that is established within the rules framework but outside the imagined space. Rules are used to model the imagined world, but they are not the imagined world. Therefore it is possible to have Metagaming without “breaking rules.” This is not inherently bad, but in an experiential style game it conflicts with our own experiencing of events of moving from cause to effect. We feel it as jarring.
In systems where Metagaming is integral, from what I understand, the rules are specific allowances for that breaking of the arrow of time. The breaking of the arrow time is specifically allowable under certain game systems, but even here it is allowed under specific and delineated circumstances, not as a generalized concept. Without the arrow of time it would be impossible to play as effect could happen without cause.
To summarize the second aspect of Metagaming can be broken into two parts. That which is specifically permitted by the rules, but breaks internal causality, and that which is not permitted by the rules but breaks internal causality. The former can and is designed into game systems and they tend to fall either into Narrativist or Gamist Modes. The later can be broken into either rules breaking or character breaking. If one is rules breaking then they are cheating. Breaking character can be described as allowing an out of game (out of imagined space) agenda to dictate in game actions. This last one is open to all sorts of mitigating factors and can be the cause of much rancor because character can be internal and not fully revealed to all the other players at the table thus making determining motive difficult to ascertain. It can have a corrosive effect at the table. For example a player is playing a Berserker who suddenly becomes cowardly when he sees the odds are stacked against him and shies away from battle.
The effects of breaking internal causality prevent an effect from flowing naturally/logically from the cause. This can manifest itself in two ways. The effect simply is not allowed to come into being after being caused thus stopping the arrow of time. The effect as a result of the cause is altered after coming into being the arrow of time is reversed and allowed to flow down a new path including a path that does not have an effect.
If this definition does not suffice I then ask Ron if it would be useful to create a new thread to discuss the definition of Metagame.
Another point of contention that has turned is the definition of what a RPG is and defined by it elements. I refer specifically to the Avatar/Character that seems to me, at least, one of the bedrocks of roleplay. In other words, without a character then one is not playing a roleplaying game. Is this something that needs to be discussed in a broader sense in a new thread or is it something that is patently understood to be central to the hobby?
At any rate in my next post I will try to be more proactive and describe what I am attempting to do and less time in apologetics.
Best,
Silmenume.
On 11/4/2003 at 8:42am, Ian Charvill wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
To Whit – (again very rough and broad terms)
Gamism = Competition
Narrativism = The Question (regarding some aspect of the human condition)
Dramaticism = Drama/Emotions
Simulationism = Modeling
W/r/t this one point, question would be:
Why is it valid to split simulationism between emotional/intellectual engagement, but not split Gamism and Narrativism in this way?
There are, it should be observed, a huge number of ways in which you could split the various modes of play. The question would be: what is really gained by doing so?
On 11/4/2003 at 5:16pm, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hi there,
Ian is correct - it is clear to me, for instance, that you could split games like My Life with Master and Le Mon Mouri from games like The Pool and Sorcerer quite easily. The former focus their mechanics on internal states and self-definition; the latter focus their mechanics on characters' impacts on the game world and vice versa.
Best,
Ron
On 11/5/2003 at 2:15pm, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I look forward to posting a reply to both your questions as soon a work allows me a few moments, which will probably be this weekend.
Aure Anteluva,
Simenume.
On 11/16/2003 at 11:12am, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
As I am still thrashing through my ideas, I apologize in advance if my thesis has not been thought all the way through. I especially apologize to Ron if it seems that I am pestering him to death about problems that I perceive (which may not be real problems but an indication of a lack of clear understanding) in the Simulationist essay. My gut tells me that there are some inconsistencies or contradictions or something of like that need to be sorted out and in writing these posts I find that I understand more and more about the essay and my issues with it. Please bear with me as I work things out. I hope these postings lead to something positive and not just the tired reploughing of very worn out turf.
The simplicity of Ian’s question is delightfully direct and spot on, and I hope in this posting to shed some light on that very issue.
My basic thesis boils down to two parts. The first is that the 4 acts of Exploration (Character, Situation, Setting, Color – which for the sake of this argument I shall refer to as the Narrative Elements [Not to be mistaken for the Narrativist Mode of GNS]) and the 5th are distinctly different and should be regarded as two separate processes, goals and spheres of activities. The second is that, I believe, that Ron has the cart before the horse in his assertion that –
Ron Edwards wrote: …the engine, upon being activated and further employed by players and GM, is expected to be the authoritative motive force for the game to "go."
It is my understanding, and I will argue for the sake of this essay, I will interpret that by “the engine” he means the game system/mechanics (the 5th element of the Exploration process.)
I believe the points I am arguing are more than mere nit picking, but rather a fundamental shift in the understanding of Simulationism, (Dramaticism in my hubris) what drives it and how the Exploration process functions. Of course, I recognize that in the end my efforts could be nothing more than sound and fury, but I hope to do more than chew up bandwidth and people’s valuable time.
Starting with my first assertion I argue that the Narrative Process as described in the Exploration process of the GNS model (exploring character, situation, setting, color) and System (action resolution specifically, but also touching upon character creation and reward mechanics) are two distinct, but parallel processes that have different goals and functions within the game environment.
The first distinction between the Narrative Process and System is where they take place during the game. In essence the Narrative Process is what we do when we roleplay, it is the “Dream”; it is content creation. In borrowing from another post (and I am glowing red-faced for I cannot properly cite the author for I cannot remember who it was – my apologies) I postulate that the Imagined Space is the medium where the Narrative Process takes place (content is created). As one of the requisite qualities of the Imagined Space is internal causality System, by definition, cannot function within the Imagined Space.
This next distinction is the different roles the Narrative Process and System serve. The Narrative Process/Exploration of the Imagined Space is the means by which an environment is created to foster “realistic” (plausible) behavior in imaginary circumstances. It is the place where the person accepts the magic “what…if.” How would I feel if…? What would I do if…? How would I react if…? What “realistic” means varies from group to group but it is rooted somewhere in the human experience. A parent who loses a beloved 6-year-old child might reasonably or might “realistically” be expected to weep or rage, but laughing in delight would probably not be considered a “realistic” response; character history and circumstances notwithstanding.
The Narrative Process is an experiential process. It is the process by which the scenario is Explored by posing and answering the “if” questions. In the process of responding to the questions, the content is created, character illuminated, setting explored, situation worked through. How the DM poses those questions and what questions he asks color the events at the time. The types of questions the DM poses to the players frames the structure. Thus depending on the types of “if” questions posed by the DM the unfolding series of questions could very easily shape the events to be beginning, middle and resolution/end. The “if” questions do not, and in practice are rarely stated as “if’s”, but the question is out there all the time. By merely describing something physical, like the layout of a town or the countryside the implied question for each player is, What would I do if I were in this locality? On a more direct level a character walking down a street in a city could be pointed out by a man who screams, “He’s the one who killed my son!” The implied question is, “What would you (I) do if you (I) were walking down a street in a city and a person you (I) never met before starts accusing you (I) of a heinous crime that you (I) did not (or for more spice maybe did) commit?” And another question that always is asked in such situations is “How would I feel if I were walking down a street in a city and a person you never met before starts accusing you of a heinous crime that you did not (or for more spice maybe did) commit?” If these questions continue to pop up then the nature of the character and his circumstances is starting to be explored. If the question that is implicitly asked by the DM continues to be along the lines of “What would you do if you were the only person who could possibly save these people, but to do so would risk a very real possibility of permanent death?”, then the nature of heroism is being explored and how the character responds determines whether or not the character is heroic. The player experiences the event and responds accordingly. Typically, though not always the case, the more emotion weighs into the decision, and the more emotion that is played out, the more interesting the response.
NOTE the questions are not spoken out loud or overtly phrased as such, but rather arise out of the circumstances laid out by the DM with the influence of the PC’s actions (and in some cases intentions) measured in. These are not questions one stops the game to discuss and lay in as one might in Narrativistic play (If I understand that is how at least one form of Narrativism functions – but I am admittedly short on knowledge about that mode of play), but arise from within the imagined space and meets the standards of internal causality. The results of all these questions and answers is content/story. Skillful posing of questions over the course of a game can result in story with beginning, middle, and end. In the process character is illuminated, situation resolved and created(!), setting explored and color exploited.
This is the Engine. This is the source of cause. This is the “go”. This process, this Narrative Process, is not modeling. It is not a schematic description of a system, theory, or phenomenon that accounts for its known or inferred properties and may be used for further study of its characteristics. (The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2000 by Houghton Mifflin Company.)
System on the other hand surrounds the imagined space, but is not in the imagined space. System does not ask questions; system, in one role, supports the Narrative Process by providing answers to certain specific questions (or could be thought to mediate between cause and effect) that arise from actions generated within the Imagined Space. System is the means by which the resolution (the effects) of certain triggering causes is determined. System can impact the Imagined Space and the Narrative Process, but in itself is not something that is “experienced” as it is outside the experiential process. The results of System are plugged back into the Narrative Space and are then given meaning and are “experienced.” System is used to mediate events that occur in the imagined space but is not the imagined event itself. System reacts, it is not the generative “go”, but is a tool that aids the smooth functioning of the Narrative Process.
System facilitates. System quantifies and manages intangibles that might otherwise be difficult or tedious to cope with.
I have played sessions without character sheet or randomizers, but I have never played by having a character sheet (and rule books, dice, etc.) and NOT entering into the Imagined Space and engaging the Narrative Process. This explains some of the problems in systems that attempt to promote the idea that reading the texts is the beginning of roleplay. Roleplay (or at least Simulationist roleplay), to me, does not begin until one steps into the imagined space. This can occur during character creation the moment the player moves past the numbers and starts to explore their meaning and consequences from within or with reference to the imagined space and the attendant internal logic of the setting. Many problems lie in the transition/handoff from the world mundane to the world imagined. Plays signal the transition by raising the curtain, movies by the dimming of lights or the fading in of the first image, etc., but most game systems do not bring up this issue. Part of the reason I believe lies in the fact that most designers haven’t really thought past the system and what people use the system for. Most publishers punt on the notion of Narrative Process and either don’t comment on it or let the users believe that some how the employment of the system will create content, but that is impossible. The DM and the players create content, within the imagined space while posing or dealing with “what if’s”.
Which brings me to the point that the notion that system/engine
Ron Edwards wrote: …the engine, upon being activated and further employed by players and GM, is expected to be the authoritative motive force for the game to "go."
is backward. While perhaps most, if not all games, scenarios, campaigns begin with players reading rules and generating characters using “systems”, it is the desire to exist or to pretend to exist and to act and interact within the imagined space which is the true “go” element of Simulationist play. Invariably the question that comes up at the beginning of most games is, “what do you want play” (or more accurately – what do you want to do within the imagined space). Some may argue that what most people ask is, “Do you want to play Marvels (or substitute your game of choice)” as an endorsement of system as a priority over narrative. However for most game system choices, “generic” systems as the exception, the game system is so tightly bound up/virtually inseparable from the setting and situation that one could easily be referring to setting and situation when stating their choice. For example one could chose as their game of choice AD&D 2nd edition when they are really interested in playing a medieval high fantasy world with certain personalities contained within but really don’t enjoy the system at all. So to go back to the Marvel’s example above one might choose it because they enjoy the genre, setting, the thematic elements usually present in the narrative space not because they love the system enough to make it a priority choice.
Does this mean that system is not important? Not in the least. As Ron said in his essay, System Does Matter. I just believe that the “go” element comes from the Narrative Process as explored within the Imagined Space and aided by System, and not the other way around.
I am a die hard Simulationist (Dramatist), but I also love the way system functions in the game I play in. I can’t imagine playing in that particular Imagined Space that I play in without the system that is employed to aid that process. So as a die hard Simulationist (Dramatist) why do I love (that particular) system? Why does the Narrative Process need supporting (a system)? It does, and I am not arguing that system does not belong in roleplay, but why is it soooooooo important to play? In reviewing this article, and having read a few other threads since I started composing this essay I came to discover, duh, that the Narrative Process and System can each be enjoyed separately for what they contribute to the enjoyableness of that evenings activities. In other words the Narrative Process does not equal system, but both are vital and enjoyable in their own right and in how they function, but cannot function alone. One could “play” without system, but the difficulties involved would be so enormous as to render the endeavor doomed almost from the start. System without the Narrative Process and the Imagined Space is words on a page – inert. The Narrative Process should never be beholden to the system, however the system must reflect the Narrative Process.
So here are some questions that I have.
The exercise of system can be enjoyable as well as exploring the Narrative Space – Why, when they are so two vastly different processes? When engaged in other dramatic/narrative events there is no system – so what is it about RPG’s that “demands” system? While we know that system is not the Narrative Process it does profoundly impact our relationship with the imagined space. (i.e., AD&D 2nd Edition) If the asking of the “what if’s” by the DM frames the relationship to the Imagined Space why is it necessary to define the relationship to the imagined space?
Unless I am waaaaaaaaaaaaay off base, I believe that most of the time system is invoked at moment of “crisis” (I use the screen play term here – basically an crux in a plot where the action of the protagonist can change the course of events – however great or small) where some sort of determination or resolution is demanded. In this situation, to use a phrase that my DM uses, “the dice add spice.” It also adds an element of neutrality. So when rolling for an outcome (assuming one uses a Fortune method) excitement builds because of the very nature of rolling dice creates uncertainty, and it also creates or helps create an atmosphere of neutrality. This uncertainty can be exploited by the DM to create tension and thus keep the events exciting and interesting. However the rolling of dice in and of itself is not that interesting unless they reflect back onto the events taking place in the Imagined Space. So one could have a great time in the Imagined Space, but because the system is so poorly designed that the enjoyment factor for the evening could take a hit. However if the system is brilliantly designed, but the Narrative Process is as dull as watching paint peel, then that night’s recreational value is going to tank as well. We have two processes operating in tandem/alternation, one that is what we are imagining, and the other that aids in that imagining process, both of which must function well for the game to be considered a success.
I hope that I have made some cogent arguments while not boring anyone to death or offending someone.
Aure Enteluva,
Silmenume
On 11/16/2003 at 3:54pm, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hi there,
Have you read The whole model - this is it? If I'm not mistaken, it's key to the issues you're raising. Also, I wrote that thread in hopes that it would be a door through which one must pass before we go into details about any of the different Creative Agendas (e.g. Simulationism).
If you haven't checked it out yet, please do - the whole thing including comments and replies to comments - because I'm pretty sure it handles the issues you've raised. The relationship of the five elements in particular is something I've been working out slowly in the three GNS essays, and it's key to understanding anything, at all, about what I've been saying.
I don't want to dismiss your specific concerns here at all, but let's both make sure we're speaking from exactly the same big-picture before working out the details.
Best,
Ron
Forge Reference Links:
Topic 8655
On 11/18/2003 at 6:35am, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I had not read The Whole Model - this is it thread at the time of the composition or posting of my essay. I have read 3/4's of the entire thread and I see that I have much navel gazing to do before I come back here.
There is much about the Model essay that I found both exciting and educational. I can't wait to have finished my meditations and make some hopefully useful comments. It does answer some questions/points I had and helped frames others.
I especially was intrigued by the inclusion of the Ephemera level - which to me seems to be the "actual play" (what we set out to do) of the game. The Ephemera seems to me the playing out, the engaging, the act of satisfying the original desire that started the whole process where one decided in the first place to play a role playing game. It is the end of the journey when one started with the yen. The Ephemera is the scratch to the orginal itch.
System is a fairly abstract term that indicates that the imagined Situation and other elements actually change through the activity of role-playing.
To me that is a (partial) description of the Narrative Process. And it is in the Emphera that the Narrative Process, as I endlessly call it, takes place. Unlike other Narrative events like movies or books or a fully orchestrated piece of music where the creative efforts have all been fixed, in Roleplay we are something akin to jazz musicians - the story is created as a function of play much as the music is created as a function of the jazz musicians playing their instruments together.
Also I would quickly put in, the smallest Narrative unit of Exploration takes place at this level - conflict and responce.
Just some thoughts.
Aure Entaluva,
Silmenume.
On 11/19/2003 at 1:08am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I'm really tempted to address a whole stack of things--like whether what you describe is simulationist or narrativist (it's awfully close in some spots)--but I think most of them are covered in the other thread. The one thing I am going to discuss is the confusion about system, not just because you're using it to mean something different from what it means in discussions here, but because I think there's an aspect of it that deserves attention.
System is listed as one of the five elements that can be explored. You've said that the system, by which you seem to mean the rules in the book, can't enter the imagined space, and that the time elements of the system only matter in crisis situations. These are fundamental misunderstandings of the concept of system.
The rules in the book are not system. Rather, they are a data point used by system to do what system does. System is the means by which the shared imaginary space is defined for all participants. It references rules as one of the elements that enable it to do so; however, it also references setting, character, color, and to a degree situation. Consider: just as the rules are not part of the shared imaginary space, neither is the descriptive text of the setting, nor the character information on the sheet, nor the module which provides the adventure set up. Those are data elements which are brought into the shared imaginary space via the system: system tells us how we convert numbers on a page to fleshed out characters in the world, dry textual room or terrain descriptions into imagined buildings or landscapes, written character relationships and actions into active events. Thus in a sense nothing can get into that space except system; everything else gets there through system.
As significantly, it is entirely possible for us (by system) to "upload" into the shared imagined space a full background of the world, complete character identities, and a tension-filled situation, and have it sit there as a still picture, doing nothing, going nowhere. This is the sense in which system is "time" within the game world: things change because we imagine that they change; we use system to control the change. In our real world, the medium which enables change is time; in the game world, the medium which enables change is system.
Exploring system may be as simple as seeing whether hitting the door with an axe or shooting the lock with a gun will open the door. It may be as unrealistic as trying to figure out what my character must do to levitate off the ground, or as solidly grounded in reality as to provide sufficiently realistic physics that a properly designed rocket will achieve orbit and an improperly designed one will explode on the launch pad. Exploring system means having the character take actions and observing the results, to see how the world actually works and how it can be manipulated in play.
AD&D2 is not a system; neither is GURPS. These are rules sets which inform systems. Even if we were to agree that every rule in such a rules set would be rigorously applied, that would not mean the entire system was in the books--it would mean that we were using those books as an authority (and usually agreeing on one individual who has the credibility to determine what those rules mean--part of the system) which will inform the system.
I think your objections to system as one of the elements of exploration are based almost entirely on a misunderstanding of what system means.
I hope that helps.
--M. J. Young
On 11/22/2003 at 11:56pm, Silmenume wrote:
Clarifying - I hope - the use of the word "System"
M. J. Young wrote: System is listed as one of the five elements that can be explored. You've said that the system, by which you seem to mean the rules in the book, can't enter the imagined space, and that the time elements of the system only matter in crisis situations. These are fundamental misunderstandings of the concept of system.
You are correct that by system I was referring to the rules in the book. Upon reflection I can see a huge panoply of issues that arise from the use of the word system without qualifying it. Like the word Simulation(ism) which has many different and ultimately non germane meanings except for the one newly defined within this sight, system, too, has many meanings. The largest source of confusion comes from the blurring of system as process with system as label. One can have a system that describes to the user how to do something or how something works (methodology/process - verb), i.e., instruct and system as label (noun) i.e., circulatory system, solar system, electrical system, operating system, etc. What these two general notions of system have is common is that in each case all the elements interrelate to one another creating a complex whole. A random collection of elements is not a system; they must all interact, interrelate, or be interdependent to be considered a system.
Thus if one were to use system as process, which is in fact what I am doing for this example, the “rules” in the book are a system in that they present a methodology/system for the mediating between cause and effect; in other words IIEE along with DFK. And that puts them squarely in the Level of Techniques. They operate on conflicts for the purpose of mediating cause and its effects arising out of the imagined space, but are not the imagined space itself. While in the Shared Imagined Space one could explore ecosystems, legal systems, solar systems for all these systems “exist” within the Imagined Space. The mediation system (process/methodology), arising from the rules set as laid out in the text(s) cannot be Explored from within the Imagined Space because it does not arise from within the Imagined Space, much like a hammer cannot be used to hammer itself.
The fact is that Roleplaying is just lousy with systems such as -
Ron Edwards wrote: IIEE, Drama/Karma/Fortune, search time & handling time (I consider this more of a label than a method*), narration apportioning, reward system, points of contact, character components (Effectiveness, Metagame, Resource), scene framing, currency among the character components, and much more. Each of these terms represents a range of potential play-[methods.] I consider the two most important Techniques to be reward system and IIEE.
Emphasis and * mine
Methods = Processes = Systems
These all describe methods/systems for handling events. They all function outside the Imagined Space though they may or may not have an immediate impact on the Imagined Space. For simplicity’s sake, in the future when making reference these above methods/systems I will use a more specific definition. When I was discussing “system” in my postings, those methods that mediate between cause and effect, I was referring to the IIEE system and the attendant DKF systems that arise from the rules sets laid out in the texts. I understand that just because something is in print does not mean that it will be used in play, however I am just making note that the systems/methods do have a genesis.
M. J. Young wrote: System is the means by which the shared imaginary space is defined for all participants.
This is an example of the earlier ambiguity that arose from unqualified use of system such as I did. The question here is – which system (or which Techniques)? Aside from the which system/Techniques issue, I am afraid I have to disagree with this definition on another level. While “system” does help define everything that it is involved in, “system” aka Techniques are not involved with the entirety of the Shared Imagined Space. The Shared Imagined Space is more than systems/methods/techniques. All these things mediate, but they are not the experience itself. Much as grammar as a system aids in the transmission of ideas/content, grammar is not ideas/content.
M. J. Young wrote: Consider: just as the rules are not part of the shared imaginary space, neither is the descriptive text of the setting, nor the character information on the sheet, nor the module which provides the adventure set up. Those are data elements which are brought into the shared imaginary space via the system: system tells us how we convert numbers on a page to fleshed out characters in the world, dry textual room or terrain descriptions into imagined buildings or landscapes, written character relationships and actions into active events. Thus in a sense nothing can get into that space except system; everything else gets there through system.
System does not tell us how to convert numbers on a page to fleshed out characters in the world. I’ll start by assuming the by “in the world” you mean “the Shared Imagined Space.” At best system can equate one abstract to another, but that does not mean that system has caused these abstractions to enter into the “Shared Imagined Space.” An abstract unit value like a strength of 12 might then be translated by system into another abstract unit value of +4 to damage. Or a Abstract unit value like strength of 12 might be said to equate, by system, to an ability to heft 100 pounds which does have a determinate unit of measure, the pound. However the ability to heft 100 pounds as indicated by a Strength of 12 via system in and of itself does not mean that ability is not an abstraction i.e., the 100 pounds is not in our hands, nor is there some intrinsic value to pound. What we do understand is that the ability to heft 100 pounds equates to a certain abstract value via system and gives meaning to it based upon our own life experiences. This does not mean that we have to have lifted 100 pounds per say, but we do need to have personally lifted some weight and have to been aware of the value of weight that had been assigned to that object. From this we can project forward or into the “Shared Imagined Space.” We bring our life experiences to the game and system uses/exploits these experiences to create abstractions that can then be manipulated. Thus system does not tell us how to convert numbers into meaning in the Imagined Space, rather system takes advantage of our real world knowledge and calls upon it to for system to gain meaning. System does not give meaning to Strength 12, but rather gives it equivalency to something that we do understand and know. In other words we have to suspend the disbelief that the 100 pound object, which isn’t in our physical presence, and imagine that it does exist and that we imagine hefting it and we imagine the amount of exertion required to do so. Thus system is mediating between an abstraction and our personal experience via the Shared Imagined Space. System facilitates, system reflects upon, but system does not drive.
System is an abstraction process, a short hand, we all agree upon (we hope) to speed events up because certain processes have been “pre-negotiated” and their methods agreed to be representative and acceptable. The key here is that not every event or process can ever be accounted for, nor would is it necessary to do as the great variability in the amount of Points of Contact. A game that has very few Points of Contact (few rules) is no less rich a Shared Imagined Space experience than one with high Points of Contact.
There is the whole level of information communication going on in the Shared Imagined Space that does not rely on system/Techniques. System is a subset of all communication efforts in the game. For example it does not require any system at all to say, “The young child looks up at with tears rolling her face.” The meaning of this communication is highly dependent upon context, not a mediation system/methodology. Yet it is just such events that breath life (dramatic color?) into the imagined space because they connect with us directly without need of an abstracting process. One does not need system to say, “to the west you see a mighty forest,” but that does bring into the Shared Imagined Space a forest and one that is extreme in some fashion. Much happens in the Shared Imagined Space with the use of system, especially in light Points of Contact games.
M. J. Young wrote: Exploring system may be as simple as seeing whether hitting the door with an axe or shooting the lock with a gun will open the door.
Here we have another example of ambiguity about which definition of system is being employed or referred to.
1. The system as label referred to might mean the Setting of the Shared Imagined Space (i.e., ecosystem, solar system, defense system of a castle, etc.). Like in our waking world where we might take an axe to a door to see how effective the axe is at damaging the door or we might take an axe to door to see how resistant the door is to assaults, we are Exploring the effectives of those items. The same could be said with the gun example. We are in this case said to be Exploring Setting. In a game setting the system/method/Technique mediates between the cause, the axe hitting the door, and the effect, how the door is effected by the axe. From this level the character is said to have learned something about the world. At this level we are not Exploring System (as process), but system (as label) of the Shared Imagine Space - Setting/World.
2. The system as process (IIEE and DFK aka Techniques) cannot be explored from within the Shared Imagined Space (the Ephemera Level) because it is an artificial contrivance meant to mediate, not exist, with the Shared Imagined Space. The character cannot “know” that he is doing 3 points of damage, or that he needs to roll a 15 or better to hit or that the door has 20 structural points. All the character “knows” is that he is swinging an axe at a door and some effect is happening. System as process mediates this event, but it happens on a metagame level, outside the Shared Imagined Space. In other words we jump from the experiencing of the event from a character point of view, to an abstract representation that takes place up in the Techniques level of play that is outside the Shared Imagined Space as the player. Now a player may have a real interest to roll dice, use Karma or Drama to resolve the event, and the player may enjoy this process to a great extent, but all that happens outside the Shared Imagined Space. In this process the player may even enjoy “rules stacking” or “techniques manipulation” to see if they can bring about the greatest most profound results, and that is all fine and good, but he is not Exploring the Shared Imagined Space. Therefore it is something that is in essence “irrelevant” or Transcends the Dramatic Process/Exploration of Shared Dramatic Space. If this happens frequently the player could be said to put a higher priority on metagame and could be drifting to another mode of play – assuming the mode of play was Simulationist in first place.
M. J. Young wrote: Exploring system means having the character take actions and observing the results, to see how the world actually works and how it can be manipulated in play.
Again we come to an ambiguous usage of “system”. Yes the character could be Exploring the systems (labels of things that meet the definition of system) that “exist” within the Shared Imagined Space, but the character cannot Explore IIEE, Drama/Karma/Fortune, search time & handling time (I consider this more of a label than a method*), narration apportioning, reward system, points of contact, character components (Effectiveness, Metagame, Resource), scene framing, currency among the character components, and much more. These are all things that the “player” employs, but the character that is supposed to reside in an artificial reality (Shared Imagined Space) and such things do not exist within the consciousness/experiences of said character. Now if one wanted to do so mind bending I suppose that one could have a game whereby the characters within were debating about roleplaying games, but within their “reality” they would be no more subject to those constructs that they created as were are to our constructs that we created. We intend, we execute, we assess the results, we build some mental constructs to make sense of what’s going on, but we are not subject to those constructs. Those constructs merely reflect the nature of the world which exists outside our heads and would continue to do so whether we are there or not. The same holds true for the imagined characters, they are subject to these processes which are a part of the fabric of their existence. It just so happens, as we look through the looking glass into the Shared Imagined Space we as players get to be involved in some of the mediation processes that happen of their own accord in our living world.
M. J. Young wrote: Even if we were to agree that every rule in such a rules set [The entirety of all systems of Techniques {process/methodology} published] would be rigorously applied, that would not mean the entire system [All the various systems of Techniques {process/methodology} employed in play] was in the books--it would mean that we were using those books as an authority (and usually agreeing on one individual who has the credibility to determine what those rules [Techniques{process/methodology}] mean--part of the system [one or more, but not all systems of techniques {process/methodology}]) which will inform the system [All the various systems of Techniques {process/methodology} employed in play].
[the material in square and curly brackets are my additions]
I agree. When I spoke of system in my posting I meant the systems of IIEE as employed, not necessarily as created or designed. As I understand the essence of all that Ron is proposing here, its not what’s in the texts that interests him, and thus the model, so much, as is what actually does happen – i.e., the social interactions and what we as human beings do in this agreed upon activity that is influenced by the texts. This does not mean the texts are irrelevant, it means that aren’t the end all be all; its what we do with them that is important. They point the way to roleplay, they are not roleplay itself.
Who would have thought that discussions on roleplay would get so dry as to debate the meaning of “system”? If anyone can get through my essay without falling asleep or engaging in some sort of violent behavior arising out of tedium they deserve a medal!
Aure Entaluva,
Silmenume
On 11/23/2003 at 4:50am, Ron Edwards wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Hiya,
Actually, I think your discussion is brilliant and will be referencing people to this thread habitually. Plus asking your permission to distill its content a bit for the generalized "role-playing essay" to be completed next year.
Best,
Ron
On 11/23/2003 at 8:03am, Silmenume wrote:
Re: Clarifying - I hope - the use of the word "System&q
Silmenume wrote: Much happens in the Shared Imagined Space with the use of system, especially in light Points of Contact games.
Doh!!! What should be stated is -
Much happens in the Shared Imagined Space without the use of system, especially in light Points of Contact games.
I hate the short edit window! Alas...
Ron, Thank you and permission granted!
Aure Entaluva,
Silmenume
On 11/24/2003 at 4:37am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
To clarify, what I was trying to say is that, in the context of the five elements explored, "system" is defined as "the means by which events in the shared imaginary space are defined and altered". I certainly agree that the word system could refer to many things; but I believe that in Ron's statement regarding "exploration of system" this is the intended meaning. System is, as the Lumpley principle states, the social contract elements by which the group agrees to the content of the shared imaginary space. That may include all the elements you mention, but more to the point it includes anything which enables the group to come to that agreement, and therefore your statement,
Much happens in the Shared Imagined Space without the use of system,directly contradicts the Lumpley principle. System is the totality of the means by which the events in the Shared Imagined Space are defined.
--M. J. Young
On 11/28/2003 at 7:47am, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
OK – I have come out of my navel gazing reverie and am ready to respond.
First of all let me say that after one of my first epiphanies I turned a little red faced. I fell into the very trap my previous post was trying to bring to light and thus prevent!
Here is the offending quote (and a source of great consternation on my part!) –
Silmenume wrote: Much happens in the Shared Imagined Space without the use of system, especially in light Points of Contact games.
I used the word “system” with out qualification. This allowed the sentence to take on, or be interpreted in ways that are confusing and create unintended meanings.
Let me make some statements first before I attempt to clear up this mess. In my previous post I proposed that the word “system” can be broken into two basic categories; “system” as label and “system” as process. I believe for the sake of these arguments and in regards to RPG’s that what I called “system” as label be thought of and referred to say “system” as observed (labeled). We say “solar system” because we observe the planets in the skies and denote a connection between these objects and label them as such because it is useful and meaningful. This usage of “system” (as observed) does not impart much information about the nature of the system being referred to beyond indicating that there is some connection between the objects that and that recognizing that there is a connection (the nature of which is not particularly examined – in this case it has to do with objects that relate to the Sun in some fashion) is useful. It is useful for framing ideas for future discourse/exploration, but in and of itself does not increase understanding to a great deal.
Conversely I believe what I defined as “system” as process could be more fruitfully defined (again in regard to RPG’s) as “system” as proscribed (process). System as proscribed here is an attempt to create a means to regulate/formalize certain actions (human behaviors as it were) so as to facilitate the achieving of a goal, which in this case is the formalizing the determination of the success or failure and possible effects of certain triggering events. We employ grammar (a system as proscribed) to facilitate in the transmission of ideas. Grammar, though it is vital in the process of communication, does not provide meaning.
Ok – back to my misphrasing. It turns out that I must apologize for not following my own strictures and having a vague usage of system within my own posting! I assumed (and here is where the problem arose) that when I included the phrase “Points of Contact” the usage of the word “system” was implied/defined. Allow me to clarify -
Much happens in the Shared Imagined Space without the use of published system (system as proscribed), especially (or as is most strongly demonstrated) in light Points of Contact games.
Or let me phrase it in a different manner –
The content of the Shared Imagined Space is not restricted to only those events that are operated on by the published (by corporation or self) system (The entirety of all systems of Techniques {process/methodology} published) as employed.
There is much more going on in the SIS than what the system as proscribed (The entirety of all systems of Techniques {process/methodology} published) details. The importance of that declaration is that many people are trapped into believing that is not the case. The importance of this cannot be overstated. Most, if not all, systems as proscribed (The entirety of all systems of Techniques {process/methodology} published) deal with Game Space Management (narration apportioning, scene framing, etc.), Avatar Management (currency among the character components, reward system, character creation, etc.) and Shared Imagined Space Management which can be broken into Mediation (cause and effect mediation such as IIEE, Drama/Karma/Fortune, etc.) and SIS Creation (encounter tables, treasure tables, city creation tables, etc.)
M. J. Young wrote: System is, as the Lumpley principle states, the social contract elements by which the group agrees to the content of the shared imaginary space.
Obviously my assertions run smack into the Lumpley Principle, so I’ll start with it. I took a little initiative and did a little searching to found just what exactly is the Lumpley Principle. If I am going to be held to task for it, I should at least know what it says! In posts discussing “resolution mechanics” and “game mechanics”, terms which aren’t really in favor now, at least to my understanding (am I mistaken?), Lumpley’s big question was how is it that we come to agree that we will agree that we will allow “resolution mechanics” and “game mechanics” to have force over our characters. The answer basically came down to Social Contract. In essence we agree to submit ourselves to a binding, but fully expressed, resolution and game mechanics system via the Social Contract. Thus before we sit down to play we hash out the apportionment of who has “final say”.
lumpley wrote: what happens in the game, happens because everybody agrees it does
This position is formalized in the Social Contract and is subsumed under heading of “system”. Remember the above quote was in made in the context of determining why and how we agree to let “resolution” mechanics affect our characters. The Lumpley Principle is a procedural device, not a content (or SIS) delimiting device.
Ron then summarized Lumpley’s arguments as the following –
Ron Edwards wrote: Resolution systems are methods for group agreement regarding what happens in the imaginary game world.
The problem with this paraphrase lies in the “…regarding what happens…” phrase. The problem is that people have taken this to mean “what can and cannot be allowed/explored in the SIS.” I propose a more illustratory phrasing or at least what I hope is a clarifying restatement of the Principle’s intent to be –
“Resolution systems” are methods for group agreement (previously negotiated) that allows for the systematized mediation of cause and effects (i.e., IIEE and DFK) events that arise from triggering situations in the imaginary game world (SIS), and for those effects to be enforceable (made binding – as per the agreement).
The Lumpley Principle states, basically, we agree to which systems as proscribed/Techniques that we will be using and that we also agree to be subject to them. We agree to and submit our characters to the results of “system” as proscribed/Techniques when “system” as proscribed/Techniques is invoked. The result of system as proscribed/Techniques is then allowed to enter into the SIS. So if system as proscribed/Technique says we get hit and take damage as a result of an event that arose for the SIS, we agree to abide by those results and thus we agree on what happened (past tense!) The Lumpley Principle does not proscribe what can and cannot be Explored in the SIS (define the limits of the SIS), rather it is a means of ratification of what has happened.
This is not the same as saying -
M. J. Young wrote: System is … the social contract elements by which group agrees to the content of the shared imaginary space.
The problem with this take is the “…agrees to the content of...” What the Lumpley Principle states is better described as “…ratifies the results of systems (as proscribed) operating on...”
OK – I have responded to the Lumply Principle complaint.
Now onto -
M. J. Young wrote: …in the context of the five elements explored, "system" is defined as "the means by which events in the shared imaginary space are defined and altered".
As I have already argued above regarding the meaning of the Lumpley Principle, I will simply state that “system” as procedure does not define events in the SIS but system can be involved in the alteration of elements of the SIS via its mediation of cause and effects. This is not meant to be dismissive to the idea or the poster, but I think that I have already covered that topic earlier in this post. If I have not done so to satisfaction I will happily revisit it again.
What I do have an issue with, as I have gone on about like a broken record (that does date me a bit!), is the term “Exploration of System.” While M.J. did go the extra mile to define system, as a term used in the Model, Exploration of System is vague. While it is implied to mean system as proscribed/Techniques, it is best in my opinion to clarify because so many misconceptions arise out of the confusion of the usage of the word system.
I also take exception to the use of Exploration in reference to system (as proscribed). I do not think it is effective to use the term Exploration in conjunction with the 4 narrative elements (Character, Setting, Situation, Color), which imparts one meaning to the word Exploration, and using Exploration in conjunction with the system (as proscribed), which imparts another meaning. I believe a more constructive phrasing would be “Employment of System,” when discussing the use of system (as proscribed – Techniques) as system/Techniques is a tool that one employs.
Simply put – one employs system (as proscribed) to aid in the process of (not define) Exploration of the four narrative elements in the SIS. I do believe a post on the meaning of Exploration is in the offing. Hmmmm……
At any rate the effects of Turkey are having their way….
Aure Entaluva,
Silmenume
On 11/28/2003 at 7:52pm, lumpley wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Howdy.
Silmenume wrote: The content of the Shared Imagined Space is not restricted to only those events that are operated on by the published (by corporation or self) system (The entirety of all systems of Techniques {process/methodology} published) as employed.
There is much more going on in the SIS than what the system as proscribed (The entirety of all systems of Techniques {process/methodology} published) details. The importance of that declaration is that many people are trapped into believing that is not the case. The importance of this cannot be overstated.
I think you've just restated the Lumpley Principle (or, as I prefer to think of it, the Lumpidoodly Principoodly). When you go on to say that according to the Lumpley Principle we hash out before play who'll have authority, and that our agreement to abide by the input of the rules in the game text is binding, you're misreading me.
I want to make sure that in your research you hit the Lumpley Principle Goes Wading and my concise statement in the middle of page two:
The Lumpley Principle:
When one participant says that something happens in the game, what has to happen in the real world before, indeed, it happens? Bottom line: all the participants have to assent to it. Mechanics can help create and shape this consensus, as part of negotiations, but they cannot make things happen in the game without it. This process -- statement -> negotiation -> consensus -- is the game's System in play.
Ron has said that when he writes "Exploration of System" he means "time and attention paid to the process of determining what happens in the game," which is why I wrote that last sentence there.
-Vincent
Forge Reference Links:
Topic 7406
On 11/29/2003 at 5:06am, M. J. Young wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
As I was reading Jay's (Silumene) latest post, I was thinking that it would be best of Vincent were to come here and clarify the Lumpley Principle; and behold, he has done so.
The problem in this discourse has revolved around something we all acknowledge exists but disagree regarding how to categorize it. Clearly, in every game there are events, occurences, objects, people, things in the shared imaginary space which are agreed by the participants to be there which do not spring from the written text of the game rules/setting materials. The question on the boards is whether or not the way those things get into that shared imaginary space is part of "system", and more specifically whether how Ron intended the word to be understood when he wrote that article.
This is undoubtedly complicated by the fact that the Lumpley principle was expounded after the article was written, which of course means that Ron was not consciously referencing it in the article. We have (somewhere) his assertion that the Lumpley principle was exactly on target for the definition of system as he understands it (it was he who dubbed it "The Lumpley Principle" as I recall), which helps.
Jay has attempted to show that The Lumpley Principle did not mean what I assert it meant. In short, Jay and I both recognize that there are many things in the imaginary space which do not come through the application of that which is in the books. Where we differ is in whether they come from "system" or not.
Jay narrowly defines "system" as meaning the agreed rules which are referenced, generally written, and specifically as resolution mechanics and other techniques. He then asserts, quite credibly, that players cannot explore "system" through roleplaying in the same sense that they can explore setting, character, situation, and color. If indeed "system" is the content of book that does not exist within the game world but rather dictates how the events in the game world are resolved, he is probably correct at least that exploration of the content of the book is at least removed a layer from game play.
I broadly define "system" to include whatever influences what is in the shared imaginary space. For example, let us assume that we all play at Bob's house, and we have an unspoken tacit agreement that ultimately we will do whatever Bob wants, because Bob has a tendency to become piqued if we don't, and we don't want to lose our play space. That's now part of the system. No one has written it down; no one will ever say that they have to do this because otherwise Bob will throw a fit (because saying so will only exacerbate the problem); no one will acknowledge that Bob was wrong. Bob's character will not be killed no matter what else happens unless Bob wants that to happen. That's part of the system. The system controls what happens in the shared imagined space. If everyone inherently agrees that no one is to make a pass at Angela's character because Angela is going out with Jim and they don't want to offend Jim, that's part of the system, as it guarantees that Angela's character is now limited to romantic relationships with Jim's character, no one else being willing to interfere with that. Thus everything that falls outside the books and house rules is, in my view, part of "system" as it is used here. What Jay is calling "system" we distinguish as "rules", which we agree may be part of "system", or may inform "system" (in that someone gets to decide which rules are going to apply when and what to ignore when).
Yes, it is still common to refer to a "game system" and mean something published; but for clarity, we have attempted at least for the last year or so to delineate "system" by the Lumpley principle.
I believe Vincent has clearly said that his understanding of his principle matches mine. That should at least settle what the Lumpley principle means. It means that whatever means, methods, rules, agreements, and interactions of any sort cause a group of people to share an imaginary space is the system.
The questions which remain are whether this is what Ron means by "system" as one of the five areas of exploration, and whether "system" as so defined can be valid area for exploration via role play.
I would say that questions like
• What happens when I cast a fireball spell underwater?• Can I fire the laser rifle at the target in the mirror and have it hit and damage the target around the corner?• Will exposure to this level of radiation kill my character or cause him to mutate in interesting ways?• If I travel back in time, can I meet myself?• Is it possible to kill Cthulu with enough firepower?
are all ways of exploring system--of using characters to test the physics of the game world, if you like. It's those "what happens if we do this" questions, when they implicate the decision process that makes those determinations, that we are exploring.
So I conclude that if system is broadly defined as "everything which controls what happens in the shared imagined space", then it is quite possible for players to explore it through roleplay. It only remains for Ron to say whether this is how he understands "system" in that context.
I'll leave by picking one small nit. Every time you wrote proscribe, I think you meant prescribe. I find no definition or usage of proscribe that does not directly mean forbid, condemn, or exclude.
--M. J. Young
On 11/29/2003 at 8:30pm, Silmenume wrote:
The Lumpidoodly Principoodly and Simulationism
Greetings.
lumpley wrote: When you go on to say that according to the Lumpley Principle we hash out before play who'll have authority, and that our agreement to abide by the input of the rules in the game text is binding, you're misreading me.
You are correct. I have misread you and I apologize. I appreciate you inserting your Concise Statement™ into the post so that I might have reference to the famed (and feared!) Lumpidoodly Principoodly. I should note, being a newcomer to the Lumpidoodly Principoodly that just reading the Concise Statement™ didn’t really turn on the light bulb in my head. It was your thoughtful inclusion of a link to the thread (the Lumpley Principle Goes Wading) that really made the difference for me. At over 50 pages printed out (eeeeek!), and after wading through over 40 of them, a light did finally start to burn. I mention this because a) understanding the concept, a very simple one once understood, was not easy to come by and b) the multitudinous examples that were wrestled with were invaluable in bringing enlightenment. In other words the Concise Statement™ in and of itself was not sufficient for eliciting understanding so in the future, if you find yourself in the position where you do need to explain the Lumpidoodly Principoodly please continue to include the link you provided for me!
I’m gonna take a gamble here and make some propositions that are hopefully based in a correct understanding of the Lumpidoodly Principoodly. I’ll start of with that the Shared Imagined Space is a consensus zone. All events that transpire in the SIS (character point of view - roleplay proper?) take place in a consensus zone – nothing can be said to have happened unless all participants agreed that they happened (consensus). Therefore all statements made while “roleplaying” in the SIS/consensus zone are subject to the Lumpidoodly Principoodly. I also want to note that the Lumpidoodly Principoodly does not prescribe a process; it describes one (a system observed). This process is the nature of consensus building and is not something that is necessarily specific to roleplay. Nobody invented it, it is a process that arose naturally out of human efforts to communicate and was later identified and given a label. However in our case this consensus building process, the Lumpidoodly Principoodly, is being employed to a general end, which is roleplay, but with the specific goal/action to apportion credibility. The means by which this consensus is reached is called Negotiation and it is here that things get interesting.
All “roleplay/in game/in SIS” statements/communications must pass through a Negotiation process. The nature or manner of the Negotiations is not specified in the Principle, but they are highly variable. However, the nature or manner of these Negotiations does reflect the sought end and does color the process. A certain subset of these Negotiation methods can be “pre-negotiated” and/or formalized. These pre-negotiated/formalized methods are what I was calling system as prescribed (The entirety of all systems of Techniques {process/methodology} published) – the “rules set” of the game being played as applied. The purpose of the pre-negotiated/formalized methods is to facilitate the speed/ease at which credibility is apportioned. However, the very nature of these formalized methods does pull us out of the SIS. This subset of Negotiation processes is not, by definition, the entirety of the consensus process. In other words, “rules sets” (formalized methodologies - {The entirety of all systems of Techniques [process/methodology] published}) are not the only way to consensus in the consensus zone/SIS. Yet, just because there are no “rule sets” does not mean this “other way” to consensus within the consensus zone/SIS is unregulated; all statements are subject to the Lumpidoodly Principoodly. Usually, the Negotiation Process is handled/defined by handing off the apportionment of credibility to the DM (which is usually not articulated, but it also can be by any other process that was articulated/decided upon in the Social Contract) who then apportions credibility during play for these “non-rules sets” events. The nature of these Negotiations is typically passive, the Negotiation and thus the apportionment of credibility is usually handled in a manner I would call “ratification by silent consent”. Players make statements that go unchallenged and become consensus immediately. This happens so smoothly as to not pull the players out of the SIS. Because this “silent consent” Negotiation method functions so smoothly as to be not noticed that it trips most people up when it is called to their attention.
To me, it is in these “non-rules sets” events that Exploration/the Narrative Process takes places. It is here, I believe, as Simulationists, that we find our reason for gaming. It is here that we find the ill-defined/misunderstood heartbeat of Simulationism.
I would also like to note is that there is a side effect to the pre-negotiated/formalized methods (rule’s set as applied), and that is the shaping and coloring of the Negotiation experience itself. This coloring of the experience is an end – it is one of elements that makes this consensus process Roleplay instead of some generalized process.
lumpley wrote: Ron has said that when he writes "Exploration of System" he means "time and attention paid to the process of determining what happens in the game," …
This and M. J. Young’s post I will address in another post, as I wanted to get aforementioned into the ether quickly.
M.J. Young wrote: I'll leave by picking one small nit. Every time you wrote proscribe, I think you meant prescribe. I find no definition or usage of proscribe that does not directly mean forbid, condemn, or exclude.
Actually it’s not a small nit, it’s a very important nit. Here I go on and on about definitions and being clear about what we are saying so that we may have clarity in our conversations, and then I use the wrong word. I did intend to use the meaning of “prescribe” and thus the word itself. Thank you for bringing it up.
Aure Entaluva,
Silmenume.
P.S. How can you go wrong with an idea called the Lumpidoodly Principoodly?
P.P.S Its S-I-L-M-E-N-U-M-E as in (sil)-(me)-(nu)-(me) not Silumene! Lol All is well for what is in a name?
On 12/2/2003 at 9:03pm, lumpley wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Spot. On.
And nicely said.
But say more about this bit?
To me, it is in these “non-rules sets” events that Exploration/the Narrative Process takes places. It is here, I believe, as Simulationists, that we find our reason for gaming. It is here that we find the ill-defined/misunderstood heartbeat of Simulationism.
-Vincent
On 12/2/2003 at 10:32pm, Mike Holmes wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I think it's important to mention quickly, and it may be obvious, but that the negotiation for events to happen in the SIS, is mostly just moving on and having tacit approval. That is, I say, "I go across the street" and nobody objects so that fact has been established. The GM says, "Three orcs appear" and by not complaining about it, it is so. As long as the participants in the game are creating in a manner that's supported by the rules and tradition of play, most things get established with no actual debate.
This is still part of whatever system is being employed, just a largely ignored part.
Mike
On 12/3/2003 at 5:04am, Silmenume wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Mike Holmes wrote: the negotiation for events to happen in the SIS, is mostly just moving on and having tacit approval. That is, I say, "I go across the street" and nobody objects so that fact has been established.
That is what I was referring to with the phrase "ratification by silent consent."
Tacit approval = ratification by silent consent
If the person or persons who have the authority to apportion credibility do nothing (withhold any overt Negotiation process) about a statement (one that is not governed by the "rules system") then they are giving tacit approval/ratifying by silent consent (Negotiation by covert process).
Vincent - I do plan on saying more about the quote you pulled. I have been working on it since my previous post. There are some very subtle issues that I am having some difficulty untangling, but I look forward to posting it as soon as I am done.
Aure Entaluva,
Silmenume
On 12/3/2003 at 2:12pm, lumpley wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
And like Mike, I want to jump in with one teeny little thing that I hope everybody's already clear about...
The "person or persons who have the authority to apportion credibility" is always everybody at the table. Any other apparent arrangement is the result of ongoing, unspoken negotiation.
-Vincent
On 12/3/2003 at 3:40pm, Mike Holmes wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
Yep, I missed the ratification clause. I think we're all in agreement.
Mike
On 12/6/2003 at 10:08pm, Silmenume wrote:
A way out of the Semantic Tunnel!
AHA!!! I am beginning to see a light at the end of this interminable (mea culpa) tunnel of semantics! The Lumpley Principle is a gatekeeper; it is not concerned with content creation. The LP is invoked only after a statement has been made, not before. Thus the LP supports the statement process. The LP has no governing power over the actual creative process, the process that drives the creation of statements. Because the way the LP functions “statement -> negotiation -> consensus” there is nothing inherent to the process that prevents any statement from being made. It has no built in censorship powers over the statement process. However, as we ARE engaged in a consensus effort, it is reasonable to assume that all players involved wish to have their statements ratified as often as possible. This desire to be ratified does then place pressure on the one making a statement to do so in a manner that is more likely to be received well by all involved so as to increase the likelihood of his statement being ratified (given credibility).
So far the guiding principle for reaching consensus is the desire to match our statements with the goal to roleplay. All these acts of ratification (consensus apportioning) are worked out in the Negotiation segment of the process. The procedures in which the Negotiations are worked out, however, are rarely (if ever) left to the Social Contract alone. All roleplaying games have published (pre-created) rules sets, or to put it another way, a set of formalized Negotiation techniques that are employed to apportion credibility. These formalized Negotiation techniques do not preclude non-formalized (non-published) techniques, i.e., those techniques that function or receive their mandate directly from the Social Contract realm. The employment of these various Negotiation techniques does color/affect the consensus process. This coloration effect is one of the reasons why we chose and employ (purchase and put into play) the games that we play.
The other main reason we purchase (or create for that matter) and employ game systems (D&D, Traveler, etc.) is the guidance to the statement process that the source materials provide; the narrative elements – character (as in kinds and generation), setting, situation (at least on a large scale), and color. These game systems, via the providing of the narrative elements, help frame/steer our gaming/consensus efforts. It is in the creative Exploration of these narrative elements that we employ The System (the various Negotiation techniques that will be used) - both published system (extant – a subset of The System) and social contract stipulations (created – which can include alterations to the published system and social agreements like don’t kill Bob’s character – a subset of The System).
It is the Exploration of the Narrative Elements that drives the game (the engine). This is not the same as saying the Exploration of the Narrative Elements is what necessarily drives the players. This is where the problem that Ron had discussed where a disconnect can arise between something that a player’s character might find interesting and the player himself does not. A Hardcore Gamist may give only the most fleeting nod to the Exploration of the Narrative Elements and gain the highest degree of satisfaction from the employment/exploitation of system as prescribed/mechanics/Techniques whereas the fiercest Simulationist (Turku) may only give the most fleeting nod to system as prescribed/mechanics/Techniques while deriving the greatest pleasure from the Exploration of the Narrative Elements. I give these extremes only as examples to help illustrate a point; they are not meant to be actual descriptions of real motivations or play.
There are many elements of the Roleplay gaming experience that take place outside the jurisdiction of the LP, e.g. character creation, kibitzing at the table, deciding who sits where, etc. The implication here is that the LP is in operation for only a portion of the game event. I think I can readily assert that the LP is in operation only when in the SIS. It is because the space is imagined, not concrete, that we must all be in accord as to what is and isn’t in this imagined space or the process will fall apart. I believe it is also axiomatic that one can only enter the SIS through the avatar/character. Everything that is said to be observed is filtered through the senses of the avatar. Everything physical that is said to happen to the character is said to happen to the avatar. Conversely everything that a player does to interact with the imagined world happens through the avatar. These avatars can be robust, actor’s stance, or transparent, pawn stance – but either way the operative sphere is the SIS and the means of engaging it is through the avatar. The avatar is the lens through which we espy the SIS. Why and to what ends (player motives for play – not character motivations) one operates in the SIS is another matter entirely, but it can be said that we are not “roleplaying” until we have entered the SIS. If that is indeed the definition of the sphere of Roleplay – it can be said that anything that takes us out of the avatar mode (doffed the avatar {no longer in a role} and thus losing the lens to the SIS) is said to take us out of the SIS and thus out of “roleplay” – we are no longer playing the imagined role. This out of “roleplay” milieu is what I call the meta-game. The Exploration of the Narrative Elements can only happen in the SIS for they (the Narrative Elements) are all imagined, not concrete (with the exception of color which functions in the “real world” to facilitate the players in their imagining of the SIS). This does not mean that the meta-game elements are not of the game process, but “roleplay” has not begun until one dons the avatar (slips into the role) and starts to interact with the SIS via the avatar. Thus one could spend all night laying out the Social contract, rolling up character, etc., but until the character is employed as a window into the SIS the night was all meta-game and thus no “roleplay” had occurred. Again, this stepping into the SIS may not be the reason that one plays, but play is not said to have begun until one has done so. Roleplay is a consensus process and that process is not begun until one has entered the consensus zone – the SIS.
OK – what’s the fuss? Simply that anything that takes us out of the SIS (because the player must operate out of character/avater) is a metagame process. All Techniques fall into this category. Now here’s the rub. One may argue that because the LP operates within the SIS, and that Negotiations are employed by the LP, and that a subset of those Negotiation tools are Techniques (the rules set as provided by the published works as employed), that it follows that Techniques operates within the SIS. I disagree. Simply put, the employment of Techniques pulls us out of the Avatar and by extension the SIS. The operation of the ratification-by-silent-consent Negotiation tool does not pull us out of the SIS because it does not require us to speak or operate out of character, or to even be aware that the Negotiations are taking place.
M. J. Young wrote: Yes, it is still common to refer to a "game system" and mean something published; but for clarity, we have attempted at least for the last year or so to delineate "system" by the Lumpley principle.
I agree that all systems employed in a game, including the “game system” (as something published) and those systems that do not arise out of “game system” fall under the Lumpley Principle. That assertion, however true, does not say much about roleplay. Like a system observed, it tells us that something is going on, that there is a system but not much more. As theorists, it does lay nice a framework by which we can poke around and see how system works (it is an apportionment process), but it does not explain why we roleplay, or how to roleplay. All it says is that roleplay is a consensus process. Nor does the Lumpley Principle, as invaluable a tool it is, explain or even touch upon the Narrative Process – that which governs the statement end of the equation. The fact that we can’t even get into the SIS without an avatar (a Narrative Element) tells us how vital the Narrative Process is. There is nothing to Negotiate over until Character, Setting, or Situation is brought into utterance (or color employed to aid in the imagining of Character, Setting, or Situation). The LP is not a causal agent. The LP is not employed per say; the LP is a description, not a prescription. Therefore LP cannot be called The System; rather The System can be described as operating in a fashion that qualifies it to be described as a LP event.
lumpley wrote: Ron has said that when he writes "Exploration of System" he means "time and attention paid to the process of determining what happens in the game,"…
There are many problems with the above statement, but aside from those problems there exists a phrase in it that is profoundly important yet slips by virtually unnoticed.
“…what happens in the game…”
What an all-encompassing fragment. Wow. By acting on, or making operational that fragment; does that not describe all that we do when we play? The questions then become what does HAPPEN and what constitutes THE GAME? If for now we were to focus on what does “happen” we need to define in what “sphere” that these happenings take place in. I am purposely vague about the meaning on “happenings” at this moment, but it is the purpose of this next section to delve into that very meaning.
I’ll start off with a dictionary definition of happen.
To come to pass.
To come into being.
({The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2000 by Houghton Mifflin Company.
Published by Houghton Mifflin Company. All rights reserved}. I apologize if it seems a bit pedantic to cite in these boards – but I thought it just and appropriate to give credit where credit is due, especially concerning copy written material.)
The distinction between the two is important. The first definition – come to pass – describes everything that happened in the SIS under the aegis of the LP. Again, the LP can only respond by apportioning credibility (allows things to come to pass in the SIS – whether they be formalized (printed system) or non-formalized Negotiation (social contract items) techniques), but it does not have anything to say about the process of “coming into being” on the player level. This sphere of “happening” (coming to pass) is the one where the game events/Avatar actions are happening/coming to pass (the SIS).
However, there is another sphere of “happening”, I call it the Personal Imagined Space and it is here that “come into being” occurs. The Personal Imagined Space is the sphere where drives and desires come into being for the player, meaning is injected into “game mechanics”, and meaning/satisfaction (or frustration!) that is derived from the game is experienced. The PIS is fully operational, transcends The System, and is equally as much or more a part of the game as operating in and on the SIS.
SIS – what we do (The sandbox where our ideas play out – the consensus zone – the agreed upon place where those ideas that came into being are determined as to whether or not they come to pass.) This is an external factual process.
PIS – why we do (All the reasons/motives/desires that drive us to sit down to play – the generative zone – the place where ideas and feelings come into being.) This is an internal perceptual process.
This distinction is important because there are times when the DM may wish to direct internal states or noisy, perceptual information to a specific player via their avatar. This is a PIS event as the information is internal or not subject to consensus. For example the DM could say that, “you have a gnawing feeling that something isn’t right,” (internal state) or “you think you see some movement in the trees, but you aren’t sure” (noisy perceptual information – something by its very nature that everyone can NOT agree upon!) The player has the option in either case to apportion no credibility to the DM’s statements, but the need to come to a consensus is not present. The game does not stop functioning if there is no consensus; the player disregards the information at their own risk. (By the way, this is a GREAT DMing tool!) In either case nothing factual is happening so it does not belong in the SIS. This too is part of the game experience, of what happened at the game and is relevant.
There can be sidebar player-to-player communications that do not enter the SIS but do affect the SIS by virtue of the effect of the communications has on the actions of the players via their avatars. Their conversation could be subject to the LP if they are attempting to do something that directly affects the physical imagined world. But if the players are dealing with internal matters, i.e., they are not doing anything that affects or interacts with the physical imagined world beyond their control (they do control their own bodies – at least under normal circumstances), then the LP has no dominion. For example they could agree to a treaty without invoking the LP because they are trading information about internal states, what they plan to do or not to do, over which the LP has no sway. However if they wished to write this treaty down then the LP would come into play. This too is part of the game experience, of what happened at the game and is relevant.
There can be times when a player chooses to say and/or do nothing which results is something happening in the SIS. One could argue that such an action could be equivalent to making the statement – “I do nothing of my own volition in response to events” thereby starting the negotiation process because a statement, “I do nothing of my own volition in response to events,” has been assumed to have be made, however there is nothing to negotiate. The LP can only operate on actions, not inactions. The LP can only control (stop or allow) the entrance of a statement into the SIS, it cannot Negotiate on an action (statement) when no actionable statement is given. Any player, including the DM may respond directly to the nonaction of the nonaction-player, however that response must go through the LP if it is to have an effect/credibility. For example the character in question states, in response to the situation of a house burning down around said character, “I do nothing (of my own volition in response to events), and no one can nullify his statement. Other players may operate in the SIS to do something, but the apportionment process cannot be challenged, said character statement is 100% credible because no one can deny it. What happens to the character as a result must work its way through the LP, but the statement does not. This part of the game experience, though outside of the LP. It happened as is relevant.
There are times when a player may wish to make a statement about an internal process, such as, “I (my character) am angry,” or an intention such as, “I (my character) will kill (insert name of BBEG) if it’s the last thing I (my character) do,” neither of which is subject to the LP. The LP cannot deny or invalidate a person’s or a character’s emotional state. The player may choose not to express his character’s thoughts to anyone, but still act on those internal states bringing them into play via actions taken in accordance to those internal states into the SIS. This too is part of the game experience, of what happened at the game and is relevant.
Finally there is the internal state of the player. This space encompasses the personal, not character, reasons for playing. This is where the itch to play originates. This is the “why a social contract” was invoked in the first place. This is where CA lives and drives efforts to seek its own satisfaction. This is the “I want” space. I want to play. I want to play an exciting game. I want to “win.” I want to explore “the question”. I want to experience what its like to be a hero. I want to experience what its like to play a lout. I want to experience what its like to build or destroy an empire. I want to experience what its like to sacrifice oneself for a greater good. I want to experience what its like to betray one’s people. I want to experience what its like to live in a world different from our own. Each desire leads to a story, and there as many stories as there possibilities.
The internal state of the player is also the space where one’s reactions to the game process are felt. This is where one feels the results of scratching that itch. This is the space where one feels the satisfaction or dissatisfaction as a result of engaging in Roleplay. This is where we feel the contentment or frustration from being able to or not being able to enact our CA. This is the place where social interactions at the table transpire, the social pressures or rewards, as Ron puts it. Ron gave an example, where (to my shame) I cannot remember, that he was running a game, something happened (again I do not remember) and all the players nodded their heads. Something happened that all the players were emoting their agreement to, and did so without be consciously aware. In all likelihood had Ron not stopped the game to bring it to the players’ attention they would not have remembered nodding their heads but the emotion memory colored their experience for that evenings activities. That unselfconscious nodding of their heads was part of the reason they play, to feel something, in this case something positive – it made them feel good enough that they expressed their delight. One could be asked, “what happened to you?” to which the roleplayer could reply, “I had a great time.” These emotive states are a vital part of the game experience, of what happened at the game and is relevant. It is also here that story is experienced as it unfolds.
The DM can also use color to create a direct emotive effect on his players. This can be either pictures or by music (or any other emotion effecting process which may include costumes, lighting, incense, etc.), which has a profound impact on emotions, all of which can have tremendous effect on the game, without having to go through the LP. This too is part of the game experience, of what happened at the game and is relevant.
The basic game play process might thus be diagramed as such –
Desire->Statement->Negotiation->Consensus->Experience->Desire etc.
As can be seen the human emotive element bookends the LP. Desire drives the game; the experience is what we get out of it. However, as I demonstrated above, not all “events” in the game go through the above process completely. Nor should they.
The PIS is a central and vital part of what happens during a game. No system has domain over it in any way. Thus it can be said that – “time and attention paid to the process of determining what happens in the game,” is an incoherent statement. Much “happens in the game” that system has no part of. System is a vital part to roleplay, there is no roleplay without system. However there is much to roleplay that transcends The System. In other words roleplay is more than system, it also includes us (the players), our desires, and our emotive experiences.
I am going to make a statement that is, I believe, axiomatic –
Any oral or written activity that operates on both (a minimum of) one character, and conflict (both must be present) results in story; thus the process of the operation is story telling/creation.
Fictional story telling/creation, as what we are engaged in, is an emotional process. How much story telling goes on, and how “emotional” the story is, is up to the players. One could go very minimal to almost no story in hardcore Gamism, to extreme emotional and physical verisimilitude in Simulationism. Narrativism, from what I can gather, having no guide to it yet, is more interested in (or puts a higher premium on) the Important Question than verisimilitude because there are built in mechanics that can overrides one’s innate actions dictating a response which may not be inline with the established persona. The process is story creation whether or not one wishes to attend to the process. Much like the Lumpley Principle always being in operation whenever there is a consensus event, story creation simply just happens if you have character and conflict. My whole point is that Roleplay is a story creation process, most games don’t overtly recognize that, and thus many games close many narrative avenues, tools and processes that could expand the game experience. Not all games have to, or even wish to make the story creation process central, but few actively pursue it, or are aware of it, with all its attendant emotive rewards. As a note, just because all games are story creation events does not discount Gamist or Narrativist agendas or marginalize them in any way. Gamist and Narrativist agendas just place other goals higher than story verisimilitude. Story is still created; it’s just that breaking internal causality is not verboten.
Exploration used in conjunction with the narrative elements is a creation process – story creation to be exact. During Exploration of character, the character is fleshed out, there is more to the character after than before. The same could be said with setting and situation. One cannot use the same definition of Exploration in conjunction with system for nothing new about system is created when Exploring The System. The System must be fixed, at least during actual play, or you could end up with dysfunction in the terms of Calvinball. One could fix/repair System, but that is not the self-generating process like the Exploration of Narrative Elements is. The act of Exploring the Narrative elements is an act of creation. “Exploring System” is not, by definition, an act of creation. System is supposed to be static; it is a reference point that we can all look to in times of need. This isn’t to say System can’t be changed, but its essential role is to be consistent, not dynamic. One could exploit System, one could employ System, one could learn about The System, but that is not the same as the creation process of Exploration of the Narrative Elements.
Just to dot my “i’s” and cross my “t’s”, “time and attention paid to the process…” also falls apart. A non-participant can merely watch a game in progress (time paid) and could be very attentive (attention paid) to the process of determining what happens in a game, but never Explore System. It’s a vague definition of the process (time and attention paid) that doesn’t necessarily mean, it does not clearly denote employing or in anyway interacting with System.
Whew! That took a lot of effort and brain cells. I hope this post makes sense.
Aure Entaluva,
Silmenume.
On 12/7/2003 at 3:38pm, lumpley wrote:
RE: Why we (I?) roleplay - especially in the Simulationist mode.
I think your jargon is tripping you up. Particularly I recommend that you stop thinking of the group's consensus and your own imagination as "spaces" of any sort.
You imagine stuff. The only way for what you imagine to become part of what happens in the game is for you to communicate it. The Lumpididdly Principiddly governs communication about what happens in the game. Nothing to it.
Your stuff about "avatars" is just nonsense. You don't need an "avatar" to "enter" the in-game. There is, as they say, no there there. What mediates between you and the in-game is the words and numbers and pictures and things you use to communicate with your fellow players. The in-game is made of words and numbers and pictures and communication, not imagination. Your personal imagination leads and follows the group's communicated consensus, and the bridge between them is precisely negotiation.
I'll leave Ron to defend (or not) "explore" as the word for what you do with System, it's his deal. But try this: "Exploration of System" = "Time and attention paid to participating in the process of determining what happens in the fictional in-game." Do any of your objections still stand?
-Vincent
On 12/8/2003 at 4:36am, M. J. Young wrote:
Re: A way out of the Semantic Tunnel!
I wanted to take issue with a couple of points in Jay's post. Overall, Jay keeps trying to put "system" in a smaller box, and I keep trying to put it in a bigger box; but let me address these points individually:
• Whether character creation is excluded from the Lumpley Principle;• Whether the control of a character is the essential for roleplaying.•
This distinction is important because there are times when the DM may wish to direct internal states or noisy, perceptual information to a specific player via their avatar. This is a PIS event as the information is internal or not subject to consensus.I disagree.•
The LP can only operate on actions, not inactions. The LP can only control (stop or allow) the entrance of a statement into the SIS, it cannot Negotiate on an action (statement) when no actionable statement is given.Again I disagree.•
The LP cannot deny or invalidate a person’s or a character’s emotional state.I would say that it can.
In order then?
Character Creation?
Jay maintains that character creation and certain other of what might be considered preparatory steps to play are not governed by "system" under the Lumpley principle because they are not making a statement within the shared imaginary space. However, what exactly is a character sheet, if not a major written statement intended for inclusion in the shared imaginary space? System in this case states that the group has agreed that whatever is written on that character sheet, to the degree that it has followed the "rules" for character creation, is the description of that character within the shared imaginary space. It might be that we don't all know all the details thereof, but we are agreed that it is the description of the character, and therefore wherever the character appears in the shared imaginary space, that piece of paper describes him. It is a statement made about that shared imaginary space, and perhaps one of the statements which provide the initial definition thereof. In that sense, the creation of setting detail is also a contribution to the shared imaginary space, to the degree that the group has agreed to include it, known or unknown. As an example, if we have agreed to play The Keep on the Borderlands, we have agreed that the cleric who lives in the Keep is a bad guy who will betray us if we give him the opportunity; we have also agreed that this information may be kept secret from us as players until such time as it becomes relevant. That is a detail that exists in the shared imaginary space to which we have implicitly agreed without being aware of it, at the moment we agreed that the module defines the shape of the setting. In the same way, at the moment we agree to play a game, the creation of characters for that game is a process of making statements into that shared imaginary space which are implicitly agreed even if not fully known by all participants.
The Need for an Avatar
Vincent has nicely addressed this, but I'll add something to it. Jay suggests that you can't contribute to the shared imaginary space other than through your character. However, director stance is in large part about making contributions to the shared imaginary space through changes to setting or situation outside the control of the character. Jay could argue that he is addressing simulationist play, in which director stance is rare, and I would agree in one sense that director stance is rare in simulationist play (as I wrote in Applied Theory). It is not impossible nor non-existent. More to the point, the referee in a simulationist game is very much involved in contributing to and participating in the shared imaginary space through director stance control, whether or not he is currently running any characters. Either the referee is not playing, or the avatar is not a prerequisite to being involved in the game. Since the referee is clearly contributing a great deal to the shared imaginary space, he must be playing, and therefore the character is unnecessary.
I believe that Universalis counters any idea that you need to have your own character to be involved in the shared imaginary space. You don't.
Communication of Character Internal States
Jay suggests that when the referee tells the player that he feels or suspects something, that this is not part of the shared imaginary space. I'm a bit unclear as to why he thinks this, but suspect it is all or part of these two ideas:
--The other players are or may not be involved in that piece of information, and therefore it is not shared;
--The player to whom it is given need not act upon it and therefore it has not entered the space.
Both of these reasons are flawed.
The fact that both the referee and one of the players are aware of this bit of information means that it is shared; it is not fully and universally shared, but it is part of that shared imaginary space. What Jay seems to miss here (as above with character creation) is that it is quite possible for us to agree that there is information within the shared imaginary space which we do not all know and yet is true within it.
In this regard, I am reminded that in one of my OAD&D games a new player joined the group, playing a female drow cavalier. She (the character) never removed her helmet in public or within view of her companions. I knew he was playing a female drow, and obviously he knew it; but the rest of the players at the table were unaware of this. Yet the fact that this was a female drow was part of the shared imaginary space despite the fact that only two out of twenty of us knew it. It impacted what she did, and what I did, and thus influenced other events in the shared imaginary space. It in effect caused other events.
If there is a cause within the shared imaginary space that is unknown, but the effects of which are perceived, this cause is also part of that shared space despite being unknown to the majority of the participants. It is perfectly reasonable to assert that we have agreed to a shared reality of which some of the details are not yet known to all of the participants. They're still in there, as "unknown details to which we have implicitly agreed".
As to whether the player ignoring it makes it not part of the shared imaginary space, I don't see how that follows. I might have said, "Jim, your character Dimitri has this feeling someone is following you." I might have passed it to him on a note. If I passed it to him on a note, and he decided, you know, I've had this hunch six times today, and always been wrong, I'm going to ignore it, that does not alter the fact that that hunch was part of the shared imaginary space. If either of us were writing up the history of this adventure, we might include it--particularly if a moment later something attacked from behind, and Jim said, "I should have listened to that hunch this time."
And obviously if I told Jim of this hunch aloud in front of the others, and he decided to ignore it, it is part of everyone's shared imaginary space that Dimitri had a feeling someone was following and ignored it.
The character only exists within the shared imaginary space; therefore the internal state of the character also only exists within the shared imaginary space, even if that state is not known to all the participants.
The Lumpley Principle Can Act on Inactions
This happens all the time.
You're falling. What are you going to do?
Nothing.
You hit the ground, roll four dice of damage.
That's an extreme example, but it illustrates the point: system determines what happens when the characters act; it also determines by default what happens when they do not act. Some rules sets, and therefore in application some systems, are very detailed regarding what happens if the players don't do something about what is happening. Others are a lot less specific. However, the group has in general agreed to how events within the shared imaginary space will be resolved, and that includes default consequences for inaction.
System Can Deny a Character's Stated Emotional State
I'll agree that this is unusual; but it is not really uncommon.
Jay includes in this that system cannot dictate character action when the player has dictated inaction, or has failed to dictate action and thus defaulted to inaction. He gives the example of a house burning down, and the character refusing to do anything about it. Sure, that could happen; and the character is sort of inactive--not really, the character is actively standing there, actively aware of the fire, and actively ignoring it. Further, his example provides another:
The house is burning down; what are you going to do?There are times in some games in which system takes control of the character away from the player whose avatar it would seem to be, and requires that the character take actions to which the player might object. I've seen it as far back as an early D&D module, where the good wine was dripping, and anyone who tasted it had to make a wisdom check to avoid having another taste, and another, with increasing penalties until the character was drunk and useless and boisterous. It is not at all that uncommon.
Nothing; I'm just going to sit here and watch.
I'm sorry, you're in the house, the heat is getting unbearable--I want you to roll a will power check to keep yourself from trying to save your life by running out of the house.
All of this is system at work. All of this is Lumpley Principle: we have agreed to the content of the shared imaginary space. Things will sometimes happen in it of which some of us are unaware, or over which none of us have complete individual control, or which appear to be occuring outside of the game world yet inform it tremendously.
Jay, why do you want system to be smaller than this?
--M. J. Young
Forge Reference Links: