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Topic: But a Model of What?
Started by: Jonathan Walton
Started on: 11/17/2003
Board: GNS Model Discussion


On 11/17/2003 at 4:22am, Jonathan Walton wrote:
But a Model of What?

It's the new game that's thrilling millions! "De-Contextualize the (GNS) Model!"

Starting with Ron's model for the social interactions that produce roleplaying, recently clarified in this thread, agile minds attempt to show that it either 1) applies to things that aren't roleplaying, or 2) doesn't apply to some things that are roleplaying. Thus, by seeking out potential weaknesses or holes in the model, insights are gained and everyone benefits!

Are you ready to play? Good!

First, take the basic Venn diagram that Ron has put forward:

[Social Contract [Exploration [Creative Agenda --> [Techniques [Ephemera]]]]]


Now, forget everything you know about roleplaying. Forget that it even exists. Pretend it's 1965. Then look at the model above, outside of the context that Ron's given it. What does it describe?

Let's see, you've got a Social Contract among several participants, leading to Exploration of shared imaginary space, which, in turn, supports the Creative Agenda of each participant, which is enacted using various Techniques and Ephemera. What does that look like to you? How would you think about such an activity?

This is reverse engineering here. If this is supposed to be an accurate description of roleplaying, you should be able to work backwards from it and always get something that is "roleplaying."

Here's the example I gave earlier:

Bob: "Why don't we go see the new Matrix movie? That'd be way cool. All those explosions and chicks in tight leather pants!"

Joe: "Yeah!"

[Bob imagines explosions and chicks in tight leather pants. Joe shares this vision, created shared imaginary space. However...]

Joe: "...But wait! The last movie had all that talking in it. Booooring! The fight scenes and computer animation were cool, but way too much talking."

Bob: "Sigh. I guess you're right."

[Joe has altered their shared vision to include lots of boring talk. Bob agrees with this alteration and they share their vision of explosions/chicks/talk, though it is not really satisfactory to either of them. Then...]

Bob: "...Hey! But if we have a few drinks before we go, we'll be tipsy enough to ignore all the talking and it'll be 100% great!"

Joe: "Totally! Let's do it!"

[Bob has altered their shared imaginary space again, adding booze and "fixing" the situation by minimalizing the effect of Joe's "talk" addition. He could have simply rejected Joe's claim that "the last film was so talky," but he instead accepted it and offered to alter it, which Joe allowed him to do.]


So what's the problem? How is this not described by Ron's model? Are there other, similar situations that can be reverse engineered from the model, but don't seem to be roleplaying?

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On 11/17/2003 at 4:39am, Christopher Kubasik wrote:
RE: But a Model of What?

Hi Jonathan,

Forgive me for being obtuse, but Creative Agenda, being a verb, demands the group is *creating* something.

In the example you give, what is the group creating?

BTW, in answer to your 1965 question, what I see is a model for improvisational theater. Not a beat went by that I didn't see that as the answer as soon as I hit your question mark.

Best,
Christopher

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On 11/17/2003 at 4:43am, Paganini wrote:
RE: But a Model of What?

Hey John,

I'm on the record in the past as saying that the model - in general - can be applied to many things, not just role-playing. Social Contract is, the root of all human interaction.

But, as you pennetrate through the layers of the model, I believe it does become more specific. Frex, the creative agendas, the specific techniques, ephemera, the 3 Mode of Play boxes themselves, all allign the model in the context of role-playing. After all, the model is called "GNS," not "Ron's Universal Social Contract Model." ;)

If you want to reverse engineer the model to include replacement techniques and creative agendas, you can come up with the "Football Model," or "World Politics Model" or whatever. I even find it useful to do that in some circumstances. :)

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On 11/17/2003 at 6:48am, Andrew Martin wrote:
RE: But a Model of What?

Paganini wrote: If you want to reverse engineer the model to include replacement techniques and creative agendas, you can come up with the "Football Model," or "World Politics Model" or whatever.


I'm fairly sure we can reverse-engineer kids playing "Cops and Robbers" out of it. :) :D

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On 11/17/2003 at 8:25am, Tomas HVM wrote:
RE: But a Model of What?

Andrew Martin wrote: I'm fairly sure we can reverse-engineer kids playing "Cops and Robbers" out of it.
Of course we can! "Cops and Robbers" is roleplaying, and everyone's done that when they were young. Roleplaying games did not grow out of nothing.

When defining RPGs you should try to leave the definition open and simple, not "perfect" as such. The form is so young and unexplored that you need to leave space for future developments. The form is more complex in it's fundamentals than any other form of art, especially when you consider it's dependency on amateur participants. This dependency place certain demands on how we may understand and explain RPGs. In my view we need to be careful not defining RPGs towards a theoretical backwater, in relation to the practise of it.

This is a simple set of criteria which a roleplaying game must include:
- Players and characters
- A method of interaction
- An interactive setting
- The creation of a drama

We define content all the time, and we should never stop to think on and around our definitions. This is a set of criteria to base your RPG-definition on, or to check if a game is a roleplaying game. It is not a definition in itself. It is also a set of criteria quite simple, and willed to be so, enabling all of us to read it and use it (I've read the GNS-model once, but it was an effort, and not rewarding all the way). I do perceive a need to have some criteria, and to define RPGs along the road. I also perceive a need for tools to help us discuss RPGs, and these criteria includes all known forms of RPGs, thus leaving us free to discuss the essentials, escaping the "this-is-not-VS-yes-it-is-a-RPG"-discussions.

Given the condition that these criteria are read with a sound mind, I think they will function quite as well as the GNS-model, as a tool for defining roleplaying games. As a theoretical analysis however; this list is insignificant when compared to the GNS-model, of course.

I consider the GNS-model to be on the verge of becoming unwieldly as a tool for discussing RPGs, but it is still a constructive contribution to the analysis of the form. However; when reading it I saw some weak points, but did not want to comment on it until I had read it again (and I have not, yet). It's quite an effort to write such an analysis, and I respect it too much to give it anything but a thorough and well-thought answer.

However; Jonathan Walton seems to be a man of sound mind. I consider him to have placed his thumb on a weak spot in the GNS-model.

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On 11/17/2003 at 2:29pm, Ron Edwards wrote:
RE: But a Model of What?

Hello,

Tomas ... either there's a language issue at work, or you have presented a contradiction.

1. I agree with all of your post regarding how to define role-playing, which is to say, let's not define it too distinctly or real-world data will leave us trapped in too-limited ideas.

2. But then you state that my model is somehow "weakened" by Jonathan's proposal (or point, or whatever it is). At this point, I am staring at you strangely. Your points about definition support my model, in full.

I think what's happened is that you're buying into the same mistake Jonathan has made. Because my model is not presented as a definition of role-playing.

Jonathan, when you say:

If this is supposed to be an accurate description of roleplaying, you should be able to work backwards from it and always get something that is "roleplaying."


... you are doing violence to my ideas and to their point. It's aggravating, to say the least. I completely disavow any such quality to the model that you are using as the basis for your point.

Whether the model applies to other human activities is irrelevant to me; the point to me is that it does apply to role-playing. Since the vast, vast majority of practices and texts for the hobby are apparently devoted to the opposite notions (that such a model is horribly wrong), I think it's an important point.

Which, if I'm not mistaken, completely undercuts this thread. I literally don't see any new insight to saying "Hey, role-playing has to accord with similar constraints and presents similar opportunities as other human creative stuff!" Although I agree with Christopher that you seem to be missing the intercommunicative qualities of role-playing, which I tried to express as well in the thread you raised the topic in, I don't see any reason to try to dissect that out with you, either - the fundamentals are wrong, so why quibble about nuances.

Best,
Ron

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On 11/17/2003 at 3:28pm, Tomas HVM wrote:
RE: But a Model of What?

Ron Edwards wrote: 1. I agree with all of your post regarding how to define role-playing, which is to say, let's not define it too distinctly or real-world data will leave us trapped in too-limited ideas.

OK.

Ron Edwards wrote: 2. But then you state that my model is somehow "weakened" by Jonathan's proposal (or point, or whatever it is). At this point, I am staring at you strangely. Your points about definition support my model, in full.

To a certain extent I do support your model, yes, but I have not made a commentary on the model as such, but on the form that makes Jonathan rasie his hand. I read his post as a sign that your model, however well formed; is a bit too heavy into theoretics, making it a bit hard to use. It's not a weakness of analysis, but a possible weakness in form, in my view.

You may oogle me because of it, but I maintain that Jonathan place his thumb on a weak spot.
Ron Edwards wrote: Because my model is not presented as a definition of role-playing.

OK. I have not said that it were, and will not be made responsible for the writings of others.
Ron Edwards wrote: ... you are doing violence to my ideas and to their point. It's aggravating, to say the least. I completely disavow any such quality to the model that you are using as the basis for your point.

My point is valid, and quite independent of the writings of Jonathan. There's no need to have heated feelings over this.

I have stated what I perceive the GNS-model to be; a not-so-good tool for discussion, and a better analysis. At the same time I have said that this is not a commentary on the many significant points within your presentation of the model. Such a commentary will have to wait until I have read it once or twice more. I hope to be able to do that during the winter.

Ron Edwards wrote: Whether the model applies to other human activities is irrelevant to me; the point to me is that it does apply to role-playing. Since the vast, vast majority of practices and texts for the hobby are apparently devoted to the opposite notions (that such a model is horribly wrong), I think it's an important point.

Quite so.

However; such a viewpoint must be applied with care, not to muddy the water too much for the idea to surface. I've been in this kind of discussion too many times, not to take heed to the many voices shouting that this and that is not roleplaying (or roleplaying as they see it).

As I see it Jonathan has a point, even if it's another point than the one he argues. The GNS-model has strong sides, and many qualities, but it certainly has a number of weaknesses too. As it is a central document, on a quite important forum for roleplaying discussion and design, it should be possible to address these weaknesses (construed or concret) without the fear of angering the writer...

Please put "violence" and "aggravation" aside, and refute the arguments or clear up the misunderstandings. That will do.

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On 11/17/2003 at 3:53pm, Jonathan Walton wrote:
RE: But a Model of What?

Ron Edwards wrote: I think what's happened is that you're buying into the same mistake Jonathan has made. Because my model is not presented as a definition of role-playing.


If I've made a mistake, I don't think this is it. I know that your model isn't presented as a definition of roleplaying. But it is presented as a description of the interactions that produce roleplaying. Is that incorrect?

... you are doing violence to my ideas and to their point. It's aggravating, to say the least. I completely disavow any such quality to the model that you are using as the basis for your point.


I admit that I'm using your ideas for purposes outside of your intentions, but that doesn't seem to be violence to me. I'm not allowed to extrapolate? I'm not saying "Ron claims X, but that means he's also claiming A, B, and C." I'm not trying to muddle people's understanding of what you are saying. I'm trying to say something else, using what you've said as a starting point.

Whether the model applies to other human activities is irrelevant to me; the point to me is that it does apply to role-playing. ...Which, if I'm not mistaken, completely undercuts this thread. I literally don't see any new insight to saying "Hey, role-playing has to accord with similar constraints and presents similar opportunities as other human creative stuff!"


Ron, while this thread is about your model, I don't see how the discussion has to be relevant to you or your point. I recognize that you can be protective of your ideas, especially when you feel like people are abusing or misunderstanding them, and I really appreciate your attempts to clarify your thoughts because, try as I might, they often remain opaque to me. However, I'm trying to take your model and manipulate it in ways that seem helpful and educational, at least from my point of view.

Christopher Kubasik wrote: In the example you give, what is the group creating?


What does the group create in roleplaying? An imaginative experience. In this case, imagining what their evening could potentially be like. The two participants are imagining things together, interacting and manipulating the shared imagined experience by adapting to each other's input. It's like the very beginning of a game of Universalis, the one which begins to form the shared imagined space.

Paganini wrote: But, as you pennetrate through the layers of the model, I believe it does become more specific. Frex, the creative agendas, the specific techniques, ephemera, the 3 Mode of Play boxes themselves, all allign the model in the context of role-playing.


True, and I agree here. But with all the "decontextualizing" talk, my purpose was to take the boxes at face value, ignoring the content that usually goes in there. After all, roleplaying could potentially use tons of Techniques and Epherma that it isn't currently familiar with. What's in the boxes isn't what I'm as interested in. I was just looking at the overall structure and seeing what else it could describe, to provide new insights into experiences that people don't normally view as paralleling roleplaying. Improvizational Theater and Cops & Robbers aren't exactly big surprises. However, I was struck by how similar this model seemed to people simply imagining the possibilities in a situation, in order to pick the proper course of action. That wasn't obivous to me before. So I was seeking other insights of a similar nature.

Actually, your point about Football and World Politics is interesting to. Kinda gets back to this being a possible model for "collaborative creative processes" (which I stated before, and Ron disagreed with). It seems to me like the model could apply to almost any case where a group of individuals was imagining possible courses of action together (trying to decide on the right play, in Football, or trying to enact any kind of policy, in World Politics or Economics). They explore shared imagined space, and manipulate that space collectively, based on the input of the participants.

[This, to me, Ron, was a helpful insight that I can get some milage out of. This will make me a better designer. This is why I created this thread.]


Tomas HVM wrote: - Players and characters
- A method of interaction
- An interactive setting
- The creation of a drama

...However; Jonathan Walton seems to be a man of sound mind. I consider him to have placed his thumb on a weak spot in the GNS-model.


Actually, I disagree with some (or maybe even all) of the bullet points in your list of roleplaying "basics," and consider Ron's Venn diagram model (which is related to GNS, but really isn't the same thing) to be superior in many ways, mostly because your list assumes a great deal about the content of roleplaying, while Ron only talks about the structures. Personally, I don't see why roleplaying has to involve characters, a setting, or drama, but that's a discussion for another time. I have this thread about "Brecht & Roleplaying" that will happen at some point, but I'm not quite ready to write it yet.

Additionally, I'm not really interested in poking holes in Ron's model for the fun of poking holes. The point of finding any "weaknesses" was to understand the model better, not to say "Ron, this part is wrong." I'm really interested in discovering the limitations of models, how far they can be extended and still apply. That's what I was intending to do here.

EDIT: Cross-posted with Tomas, who's not really on the same wavelength as me on this issue. Tomas, if you want to criticise the GNS model as "unweildy," might you do it in another thread?

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On 11/17/2003 at 4:06pm, Matt Snyder wrote:
RE: But a Model of What?

Christopher Kubasik wrote: In the example you give, what is the group creating?


What does the group create in roleplaying? An imaginative experience. In this case, imagining what their evening could potentially be like. The two participants are imagining things together, interacting and manipulating the shared imagined experience by adapting to each other's input. It's like the very beginning of a game of Universalis, the one which begins to form the shared imagined space.


It may start like a game of Universalis, but it certainly does not end like one. They're going to watch a movie. The "game" they're partaking is how they will watch it -- sober or drunk. But the VERB here is watch. It isn't create. As you've stated it, it isn't even interpret. It is watch. That they watch it together drunk doesn't change the watching any more than it would if they decided to run marathon together before watching it together. You're focusing on the togetherness (the collaboration) and not the creation (the creative stuff, the verb). I cannot, for the life of me, figure out how watching an already-created creative thing is at all like role-playing or how Ron's model applies to it. There is no creation going on here!

The key to my point is seeing where "imagining together" becomes "actually doing somethng together." So, does the "game of Universalis" here end after we're drunk? That seems to me then end, because then we walk into the theater to watch the movie. You're emphasizing the "meta-stuff" before watching the movie, but I don't see that as creating anything, well, creative. What am I missing? Is the movie irrelevant to your point?

I think I see where you might be going with this approach, but I really think this example is horribly misleading and not helpful to your point. Use a improv example. Use a jazz example. Use a collaborative writers workshop or group pottery or whatever. Just make sure we're not only collaborating but also creating.

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On 11/17/2003 at 4:12pm, The GM wrote:
RE: But a Model of What?

Matt Snyder wrote:
, but I don't see that as creating anything, well, creative. What am I missing? Is the movie irrelevant to your point?


You could say that they are 'creating' a good time in their shared experience. That's a very tangible thing.
Just my 2 pennies.

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On 11/17/2003 at 4:24pm, Matt Snyder wrote:
RE: But a Model of What?

The GM wrote: But isn't anyone who watches a movie with someone "creating" a good time, whether they made a game out of it or not?


I think it's misleading to characterize one's enjoyment as the result of being an audience member / reader / onlooker of art / listener / etc. as "creation" equivalent to the thing being watched / listened to / looked at, etc.

I just don't see those things as equivalent, nor do I find any way in which Ron's model is helpful for "creating enjoyment" by partaking, passively, in another's created thing (movie, jazz, whatever).

Now, I've already hinted that once you start interpreting, and certainly once you start creating your own thing then creation is probably happening. (For example, you and said drunk pal create, vocally, your own "better ending" for the Matrix flick as you stumble out the door. Now you're creating something.) But I don't see how and why agreeing, together, to watch an action movie BUT DRUNK! is a creative. If indeed "Watch" is the key word of that sentence, then I just don't see it. If watching the movie is irrelevant -- if it's all about DRINK or something like that, then maybe (but still it's a stretch for my ol' brainpan).

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On 11/17/2003 at 4:36pm, The GM wrote:
RE: But a Model of What?

Matt says:
>>I think it's misleading to characterize one's enjoyment as the result of being an audience member / reader / onlooker of art / listener / etc. as "creation" equivalent to the thing being watched / listened to / looked at, etc. <<

I didn't say that is was equivilant, just that it was 'creation'. Something did happen as a result of said actions in the example, it was tangible, it was created. Now, if we have a threshold as to what the minimum amount is required for 'creation' to be valid, that changes things.
Really, I'm being slightly contenscious, but I very well see the other poster's POV. I'm bowing out of this one, but I really don't think that the original poster's view is a wrong one in theory.

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On 11/17/2003 at 4:53pm, Ron Edwards wrote:
RE: But a Model of What?

Hello,

Tomas, all of the phrases you are objecting to are directed to Jonathan, not to you.

Jonathan, I get it, but I don't get much out of it. So let the thread continue, and best of luck to everyone who wants to participate.

Best,
Ron

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On 11/17/2003 at 5:01pm, pete_darby wrote:
RE: But a Model of What?

Speaking as someone who has tried to apply bits of the Creative Agenda Model to computer games, made small noises about it's application to toher collaborative media, and who regularly muddies discussions by bringing goddamn Star Trek into everything, I have to say my response to this thread has been a raise of an eybrow while waiting for the big revalation.

The model is descriptive of a range of collaborative creative processes that have historically been grouped together as role playing games. The fact that it approximates a description of collaborative creative processes in general shouldn't come as a surprise, no more than the fact that some dramatic, filmic, literary or ludic theories and models have an interesting relationship to the practice of role playing.

That the model suggests some modes of play that I've not considered before is something I find interesting: whether the model can be stretched to include guys choosing whether to get drunk before watching a mediocre film is frankly uninteresting on about as many levels as I can think of.

It's kind of like my reaction to Fritjof Capra's Tao of Physics. It's a great book... for anyone who doesn't know much about Taoism or quantum physics. To Taoists and quantum physicists, it's deeply annoying and obfuscatory.

Oh well, if I must join in... The matrix guys aren't creating a good time, they're selecting and consuming one.

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On 11/17/2003 at 5:11pm, Jonathan Walton wrote:
RE: But a Model of What?

Matt, I agree with you 100%, but you're missing my point completely. The two guy going to the movie is not, in my view, creation or modeled by Ron's description. It's EVERYTHING BEFORE THEY DECIDE TO GO THE MOVIE. All that negotiating. All that imagining. That's the creative process. Going to the Matrix drunk is not necessarily creation (though Lisa does have a few good points), but imagining what it would be like to go to the Matrix drunk IS. That's my point.

How about this example:

There's a meeting of the UN. World leaders are trying to decide how to deal with crisis X. The United States suggests declaring war on crisis X and goes into a detailed description of how this would be carried out.

Every member of the UN imagines the US solution, including the positive and negative side effects. In turn, they each share their thoughts, creating a shared imagined space in which all possible outcomes of the US plan are explored (or, even, Explored). Members float alternative suggestions. Members condemn aspects of the US plan which are then changed or dropped. Everybody has their own Creative Agenda, wanting to create a plan that best suits their own desires and needs.

I imagine that the UN has a rather disfuctional style of play, but that doesn't matter. The point is that everything they do, all this imagining that predates any real vote or decision, is all described by Ron's model. And here's the part that people don't seem to be getting. THIS IS INDEPENDENT OF ANY DECISION OR ACTION.

They don't have to actually DO anything about the crisis. Exploration of shared imaginary space is all that's required. They're creating plans in their heads within the shared imaginary environment. They're exploring the possibilities. And that can be described, according to this model, in the same terms as roleplaying.

Is that clearer, Matt? Pete?

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On 11/17/2003 at 5:34pm, Valamir wrote:
RE: But a Model of What?

Ok, so what we're looking at is:

People interact socially
They explore some imagined event / situation
They bring with them their own agenda relative to the event / situation which colors their social interaction.
They engage in various techniques in pursuit of their agenda and those techniques could be broken down further into various ephemera.

Observing the individual ephemere can tell us something about the techniques they're using.
Examining the combinations of techniques they're using can give us insight into their Agenda.


And this overall model can be applied to a variety of social interactions where where there is a shared imaginary space (like negotiating over what the implementation of a contract or policy decision will actually look like once its in place).


Is that pretty much the idea?
If so you get no real arguement with me, you've just constructed a generic social interaction model out of a specific roleplaying model.

You'd need to substitute different things for "what's being explored", and the types of techniques and ephemera used and a different selection of Agendas.

Now that you've had this epiphany, what are you thinking of applying it to?

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On 11/17/2003 at 6:04pm, Matt Snyder wrote:
RE: But a Model of What?

Jonathan Walton wrote: Matt, I agree with you 100%, but you're missing my point completely. The two guy going to the movie is not, in my view, creation or modeled by Ron's description. It's EVERYTHING BEFORE THEY DECIDE TO GO THE MOVIE. All that negotiating. All that imagining. That's the creative process. Going to the Matrix drunk is not necessarily creation (though Lisa does have a few good points), but imagining what it would be like to go to the Matrix drunk IS. That's my point.


Ok, then that's precisely why I wrote what I did -- like "Does the "Game of Universalis" end before they actually see the movie. You response above tells me, "Yes." I also tried to get you to say whether the VERB was "watch" or "drink and imagine." It has nothing to do with "watch," it seems. That's why I asked. I'm not missing your point, I saw it. But I saw others, too. Your example did not make it clear for me.


Is that clearer, Matt? Pete?


Yes, it's clearer. But to me it seems you moved the goal posts. I may just be misreading or mis-remembering. I think in the other thread you said this model applied to any collaborative creation. Now you're saying it's "shared imaginative space." I do not agree that those two terms are synonymous, for many of the same points I raised above. That's just me, and I suspect you'd disagree. <shrug>

Finally, for God's sake man! Answer these people! Yeah, it applies to social situations. So what? Why does the Forge care? Please don't answer with something like, "Because they're human beings, social people. They should care." Well, I don't. I'm just not interested unless you can explain to me what you're so jazzed about in a Forge context (assuming you still want to discuss on the Forge). If you're jazzed for some other reason entirely, I humbly and respectfully ask you to "take it outside."

In other words, you seem to be excited that you've discovered something helpful, which is great. But how does it 1) help me with my leisure activities that are in some vague way connected to role-playing or 2) expand my definition of what we should be talking about here on the Forge or 3) do something I haven't yet conceived that you think is perfectly suitable to the Forge?

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On 11/17/2003 at 7:53pm, Mike Holmes wrote:
RE: But a Model of What?

Well, the idea would be that if Jonathan's supposition were correct that we could apply theory from the linked areas of activity to RPGs. But I think that happens already. I mean, we already do disuss psychology as it pertains to the different levels of the model.

I guess my point is that we sorta already do assume that it's all connected and bring in applicable theory from other areas. Is there some area that we've ignored? If so, that's probably less because we didn't think it was applicable, and more because we just hadn't thought of it.

Mike

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On 11/17/2003 at 10:18pm, Jonathan Walton wrote:
RE: But a Model of What?

Matt Snyder wrote: I may just be misreading or mis-remembering. I think in the other thread you said this model applied to any collaborative creation. Now you're saying it's "shared imaginative space." I do not agree that those two terms are synonymous...


Me neither. Sorry, Matt, I was underestimating the degree to which you understood my point. Apologies. Moving to "shared imaginative space" was my effort to make things clearer. I do still believe the model has relevance in any collaborative creative endeavor. You're correct that the process doesn't have to stop after some "imagining phase" and usually doesn't. Usually, after people collaborate on a imaginative level, they actually go and carry it out, trying to realize their vision. Is that the piece that you think I've dropped? But still, that doesn't explain the relevance to roleplaying, just what Mike implied...

Mike Holmes wrote: Well, the idea would be that if Jonathan's supposition were correct that we could apply theory from the linked areas of activity to RPGs.


Which was my original purpose. But he's right, we do this already. It just makes it easier when the connections between things are more readily apparent. I hadn't made the "roleplaying as making decisions" or "roleplaying as all collaborative creation" connections yet.

Valamir wrote: Now that you've had this epiphany, what are you thinking of applying it to?


But this is the real question that all three of you asked. I haven't really had time for all of the implications to really sink in, but here's a few things that I've been chewing over:

-- "Freeform" or "systemless" roleplaying is perhaps the most natural, the most instinctive thing there is. People do it all the time, based solely on a vague understanding of social norms. You can do it with people you've never met before, simply by watching their body language, the way they talk, how they interact with others, etc. The Social Contract is already in place, instantly. If you work within the kinds of interactions that people are used to being a part of, you can design a beautiful game without changing the dynamics of the Social Contract that already exists between them. I've been really focused, recently, about thinking about roleplaying from the Social Contract POV and looking at ways of constructing a Social Contract that would get the players to have the kinds of interactions I want, but I may have been trying to reinvent the wheel here.

-- It's really, really easy to reach Exploration, if you accept the Social Contract that already exists. How easy is it to walk up to somebody you know only vaguely and ask them to imagine something with you? You ask them "What do you think about Hamlet?" and, through your conversation, your agreements and disagreements, you create an shared vision of what Hamlet is like. Even if you don't agree, your vision includes the disagreements and you gain a greater understanding of each other. Taken to extremes, almost all interactions are, in some way, Exploration, because they deal with constructing mental images of other people through what they say and do. However, very rarely do we, as designers, trust that these kinds of interactions will produce interesting play. We create systems to facilitate or inhibit them. In some ways, we take all the processes that already work and have been "playtested" for years and years and hotwire them to work in unnatural ways. This can be fun, sure, and broadens the possibilities of interaction, but doesn't have to be the only way.

-- Creative Agenda is an interesting question too. I think you can see these play out in natural, everyday interactions as well. Say I ask somebody "What do you think about Hamlet?" and choose to Explore our interpretations of the play. Imagine the different kind of purposes I might have:

A) To show the person that I know more about Hamlet than they do, or have better insight, or, in other words, am correct in my interpretation or judgement of the work.

B) To better understand the other person's perspective, by listening to them, and by bouncing ideas off them and seeing which ones appeal to them and which ones they object to. Even seeing how they reject ideas can tell you more about their perspective.

C) To understand more about Hamlet, by examining someone else's interpretation and comparing it to my own. Perhaps I could gain even deeping insight into the play.

D) etc.

-- As for Techniques and Ephemera, those would seem rather difficult to talk about because we take them for granted. You'd need to talk to Anthropologists or people who were strongly knowledgable in human behavior to even get a glimpse of how we manage to communicate with each other, how we observe and break the unspoken rules of the Social Contract, how we let others know what our Creative Agenda is in any interaction, etc.

-- So I guess what I'm ultimately wondering about is, if Ron's model is so generally applicable to what naturally occurs when a group of people is considering the same issue (in classrooms, in casual discussions, in trying to come to a decision, etc.), could there be room for a naturalist, minimalist game design philosophy, based on the kinds of normal interactions people take part in on a regular basis. Some freeform games (like Killeror the negotiation phase of Diplomacy) already do this. They don't tell you how to become the leader of your group. They don't give you ways of solving internal problems. They trust you to interact and come to decisions based on normal social interactions.

Ultimately, what I suppose this is doing is making me reconsider even more of what I take for granted. It's making me recognise that "System Already Exists," to coin a phrase. Too often, perhaps, when designing games, we reinvent the wheel instead of considering what's already in place.

And that's why I think this is important to roleplaying. If we're going to tell people how to interact, it seems critical to understand how they already interact with each other, which, it seems to me, can already be modeled using similar systems. You're not giving people new Creative Agendas or Techniques, you're adapting the ones they already have.

I apologize if that doesn't seem like a big payoff to anyone, but it's a nice revelation to me. The rest of it is still sinking in, so there could be more later.

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On 11/17/2003 at 10:35pm, Valamir wrote:
RE: But a Model of What?

Well, its no big surprise that roleplaying and social interaction overlap.

Most every person you know spends the majority of every waking moment of their lives roleplaying.

In the meeting at work where you play the part of dedicated employee who fully buys into the new corporate initiative. To the lunch with your co workers where you play the part of the disgruntled employee who thinks the corporate initiative is a bunch of crap.

How many of us have played the part of the dutifull spouse when what we really want to do is say "screw this I'm going out with my friends"?

With one group of friends you tell raunchy, disgusting, tasteless jokes. At Grandma's house your jokes are so clean as to be corny.

What are all of these if not roleplaying. One might say that what makes our Roleplaying different is that the world we're sharing is an imaginary one. Hmmm, seems to me the world of the dedicated employee and dutifull spouse is also often pretty durned imaginary too.

So no surprise at all to me that structureally these activities have a lot of similiarities.

But where I think they depart from each other is when one starts to break open the little black boxes of the Venn diagram.

I don't think "Gamist, Simulationist, or Narrativist" has any real meaning for a broader social context. Sure the "Agenda" box is still there; but it isn't the same selection of Agendas.

Likewise I think the "Explore" box is also there, but the elements being explored aren't character, setting, situation, system and color.


I think the framework may have some universal application, but the contents of the individual boxes are very specialized for RPGs. To apply to other activities one would need to invent different contents for the boxes IMO.

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On 11/18/2003 at 12:09am, Ben Lehman wrote:
RE: But a Model of What?

Jonathan Walton wrote:
-- "Freeform" or "systemless" roleplaying is perhaps the most natural, the most instinctive thing there is. *snip*

-- It's really, really easy to reach Exploration, if you accept the Social Contract that already exists. How easy is it to walk up to somebody you know only vaguely and ask them to imagine something with you? You ask them "What do you think about Hamlet?" and, through your conversation, your agreements and disagreements, you create an shared vision of what Hamlet is like. Even if you don't agree, your vision includes the disagreements and you gain a greater understanding of each other. Taken to extremes, almost all interactions are, in some way, Exploration, because they deal with constructing mental images of other people through what they say and do. However, very rarely do we, as designers, trust that these kinds of interactions will produce interesting play. We create systems to facilitate or inhibit them. In some ways, we take all the processes that already work and have been "playtested" for years and years and hotwire them to work in unnatural ways. This can be fun, sure, and broadens the possibilities of interaction, but doesn't have to be the only way.


BL> Tell it to Plato.

yrs--
--Ben

P.S. To explain more fully -- the idea of thinkers and debaters creating an abstract virtual "space" with which to understand the world dates back to at least Plato, who thought that this was the real space, and real life was the problem (the original Mazes and Monsters victim?) What you're saying is that, when we role-play, we are really just dicking around in Platonic thought-space, which is true, and interesting.

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On 11/18/2003 at 9:40am, contracycle wrote:
RE: But a Model of What?

I'm afraid I think there is a massive practical difference between shared imagination and a creative agenda, and that the categories are not as broad as they appear.

I think that deciding whether to go see a movie or not does constitute shared imagining, but it does not consttute a creative agenda. And that has an important consequence for the *significance* of the coherence of the imaginative space. That is, if you are going out to implement something, you have a vested interest in everyone sticking to one concept; coherence of the imaginatiove space is important where there is an actual CA, whereas this is not true of every act of shared imagining.

It is precisely because there is a disagreement in the shared imagining about the movie that the proposed action, to see it, is NOT enacted. The plan fails becuase the participants do NOT agree in the imaginative space.

Now, if you set out with a social contract to achieve a specific thing, then this form of disagreement is not possible. A better example would be something like Scrapheap Challenge: mechanics let loose on a junkyard have to build some device to achieve a specific goal. The other night they were trying to curl mini's across ice. For each team to even go out an scavenge components, they must all first agree what the machine is going to look like and on its operating principles: without such knowledge, they cannot make useful selections from the available junk. Failure to agree on an shared imaginative space means failure to even start building the machine.

It is the intent to create which gives the need for a coherent imagniative space its bite. Without that context, the problems inherent to a contradictory imaginative space are not important problems, and you can go onto something else. The social contract is governing real people in the real world with a real objective, not merely a notional or abstract interest in creativity or exploration broadly.

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On 11/19/2003 at 1:42am, M. J. Young wrote:
RE: But a Model of What?

I'm with Paganini: I've long said that GNS categories apply beyond roleplaying games. (I've also said the same about DFK mechanics.)

Most sports, the vast majority of board games and card games, and many war games are gamist in their priorities. This is hardly surprising. No, they aren't fully integrated into the theory because in most cases the amount of imaginative creativity is very low--but given gamist priorities, those are generally the "trappings" of the game, the context in which we place our competition. It's a bit like the difference between a miniature golf course which lays out difficult golf-course-like "sand" and water traps versus one that has moving dinosaur statues to play through--it's background to the game, not the point of the game.

Improvisational theatre frequently represents narrativist priorities, but there are other types of games and interactive entertainments that do.

Simulationist priorities can be found in reenactments and in some wargames (those played to find out what would have happened, rather than in competition with the opponent).

I think that GNS priorities also apply to some writing styles. Travelogues are almost certainly simulationist. Some adventure books reflect gamist priorities (the excitement comes from the challenges that arise and how the hero overcomes them, without any reference to moral, ethical, or personal issues), and genuine mysteries (Conan-Doyle, Christie, James, Peters) are almost certainly gamist, as they challenge the reader to find the solution before the detective does so. The vast majority of that which is designated "literature" by professors of English is narrativist, exploring issues.

So the model expands beyond roleplaying at many points. It is a model which discusses a specific intersection between social interaction and creative recreation, and it will inherently be related to social interactions, creativity, and recreation at many points.

Certainly there are places where they differ, even when they're close, and sometimes there are aspects of the model that address that (how does stance relate to the original example?). Meanwhile, yes, the theory is descriptive of much that is not roleplaying, at least in some aspects.

--M. J. Young

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