The Forge Reference Project

 

Topic: The Roots of Sim (Response to Nar Essay)
Started by: Ben Lehman
Started on: 1/30/2004
Board: GNS Model Discussion


On 1/30/2004 at 7:49am, Ben Lehman wrote:
The Roots of Sim (Response to Nar Essay)

Note that this is, in no way, a response to the entireity of the remarkably in-depth essay that Ron just posted, which will probably take months to digest. Rather, it is a reponse to the final paragraph of the essay, entitled "The Hard Question."

I am deeply uncertain that Simulationist play is not "clear and automatic" in the way that Narrativist and Gamist play both are. I believe that much of childhood make-believe stems simply from a desire to explore an imagined space, no more and no less, and that Sim play represents an outgrowth of this fundamental.

Now, we could argue whether or not children's make-believe games are truly a form of role-playing until we were all blue in the face, and get nowhere. I think that what is most important for this discussion is that these games do rely upon the exploration/creation of a shared imagined space and, in that regard, are similar to a role-playing game, despite the lack of GM, players, hard-and-fast-rules, exploration goals, or roles to play that inform RPGs. (Interesting tangent: there are many creative endeavors that involve a shared imagined space that are not RPGs. Where are the lines?)

Most, if not all, people do this as children. This is a natural skill or, if it isn't, then it is learned at a very young age. While some forms of this play involve some degree of Step-on-Uppish competition, it is not necessary to gameplay nor is it, necessarily, the goal of the participants. Particularly when these games are played with adults (see below) there is little-to-no competition. So what are they doing? Actively exploring an imagined space, that's what!

Actual Play example to follow:

I spent the majority of today hanging out with a 3-year-old girl, which is why my mind is set in this direction. We did a lot of this sort of imagined play, largely I think because I was an adult that would participate willingly. Mostly what we did consisted of play-acting some of her favorite activities, or hiding from lions, on the veldt. (One of us would say, "There's a lion! (or two, or three)" and we would hide under the table and take turns checking if it had gone away yet. Later on, Simba of Disney fame entered the picture, and so the additional specificer of "bad lions" was necessary. Or one of us would say, "I have some (paint, water, juice) and then we would pantomime the actions associated with the object.)

This is not competitive play, in any sense, nor is it particularly premiseful. It seems to me that she was exploring an imaginary space simply because it was more fun than the real world for her at the time (waiting in line, or on a bus, or some such) and she was looking for a pass time activity.

I think that the roots of simulationist play can be found in this sort of activity, just as the roots of narrativism lie in story-telling activities and gamism lie in competition. I see no reason (other than cultural preconceptions about children and adults) that adult players to role-playing games cannot draw on this experience for Sim-play. In fact, most new role-players I have seen draw either on this experience or the experience of video-games, with some drawing on experience as an author/script-writer/etc.

Now, the distance between this play and the sort of dreck that is condemned in the last paragraph of the essay is very large, and much larger than the distance between Nar, Gam and their respective roots. Why this is true, and what caused it, would be interesting topics for discussion. I think that there are "pure-sim" games which tap directly into this human skill (say, Universalis) and there are "canon-sim" games which regurgitate someone else's creativity for you to explore.

Thoughts? Did I misconceive of something massive?

yrs--
--Ben

P.S. My life for the next few days is more hectic than normal, so apologies for any slow response.

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On 1/30/2004 at 2:28pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi Ben,

One possible response to this point - and it's a familiar one to me, having been at the heart of Exploration as proposed by the Scarlet Jester, years ago - is as follows.

Yes, little kids play make-believe. They do so as an ontogenetic step in the processes of developing Step On Up and Story Now competency (if you'll spot me the abomination of applying these terms at a general level, rather than role-playing games alone).

The harshest and most insulting version of this response would be to say, "Dedicated Simulationist play is to role-playing as Let's Play Doctor would be to sex, if a certain minority of adults insisted on it as the primary activity."

I do not subscribe to this extremely harsh and insulting version of the point. But I do think that the "kids do it!" argument and especially the implicit Naturalism underlying it are highly questionable and are only convincing at an uncritical level.

Best,
Ron

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On 1/30/2004 at 2:40pm, lumpley wrote:
RE: The Roots of Sim (Response to Nar Essay)

My kid's unstructured play becomes more Premise-sophisticated as he gets older. Even when he was 3 or 4, family relationships figured prominently - sometimes we just hid from lions, yes, but as often we hid from a family of lions, or we were a family hiding from the lions, and that clearly meant something to him. Now he's all about loyalty and following The Code (whatever the code in play happens to be this week), and he gets irritated when his little brother can't keep up with the moral judgements.

He also gets irritated when his little brother makes the bad guys too easy. I overheard him the other day saying, "no! You can't just beat him like that. It has to be a fight!" It made me grin. The peril of unstructured drama, I know you well. I wanted to give them dice.

-Vincent

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On 1/30/2004 at 5:52pm, John Kim wrote:
RE: The Roots of Sim (Response to Nar Essay)

Ron Edwards wrote: Yes, little kids play make-believe. They do so as an ontogenetic step in the processes of developing Step On Up and Story Now competency (if you'll spot me the abomination of applying these terms at a general level, rather than role-playing games alone).

The harshest and most insulting version of this response would be to say, "Dedicated Simulationist play is to role-playing as Let's Play Doctor would be to sex, if a certain minority of adults insisted on it as the primary activity."

Er, "ontogenetic"?? OK, I had to look that up. (For those like me: it means "relating to the development of the individual organism from the earliest embryonic stage to maturity"). In other words, make-believe is a sign of immature stage of development which people should grow out of. So really this seems like a long route to saying "Make-believe? That's kids stuff" -- just like the harsh response.

Of course, the harsh counter is "Dedicated Narrativist role-playing is like adults who act out imaginary characters as a primary part of sex, then claim 'No, no, we're not playing doctor -- that's kid's stuff. We're making erotic stories.'"

I don't think either of these is accurate, but they certainly reveal a lot of the subtext of the conflict. I have often heard the claim that Narrativism accomplishes something, and that Simulationism (either GNS or Threefold) is "pointless". I think there are a lot of struggles over what role-playing is, and anxiety over whether it is valid as a goal. For example, I know my father still derides role-playing as a phase which he hopes I will get over in favor of some more "mature" pursuit.

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On 1/30/2004 at 6:00pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi John,

The whole "validity" thing needs to get tossed out of the discussion. It's a worthless exercise, and I think you're not perceiving anxiety, but rather imposing it.

My post criticizes the Naturalism inherent in Ben's suggestion. It does not criticize the desire to play in a Simulationist fashion.

In other words, make-believe is a sign of immature stage of development which people should grow out of. So really this seems like a long route to saying "Make-believe? That's kids stuff" -- just like the harsh response.


Classic University of Chicago tactic: parodize the speaker, starting with "in other words" or "so you think," especially by adding a recommendation to the speaker which wasn't there. Then take credit for identifying the speaker's hidden agenda.

"Which people should grow out of" is the egregious addition, completely absent from my point and post. Your "harsh counter" is taking an axe to a straw opponent.

I thought this tactic was pretty low back in school, and continue to think so now. I suggest not using it at the Forge again.

Best,
Ron

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On 1/30/2004 at 6:57pm, xiombarg wrote:
RE: The Roots of Sim (Response to Nar Essay)

Ron Edwards wrote: I thought this tactic was pretty low back in school, and continue to think so now. I suggest not using it at the Forge again.

With honestly no offense intended, Ron, I saw the same implicit assumption in your statement that John did, tho I didn't come up with any "obvious counter". I'm not sure he was using a rhetorical tactic at all, but honestly trying to understand and deconstruct your point.

I mean, if Simulationism is so unnatural, why is it such a dominant mode? Is this related to my earlier statement that Simulationism is often percieved, incorrectly, as a "compromise" between Gamism and Narrativism?

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On 1/30/2004 at 8:15pm, Gordon C. Landis wrote:
RE: The Roots of Sim (Response to Nar Essay)

(Long, slow breath) OK, let me dive into this deep water for a bit . . .

I unquestionably agree with Ron to this extent - any claim that this earlier "source" for Sim play makes it better and/or MORE natural than Nar or Game is not credible. And I remember seeing that that claim made. But I personally don't see that Ben is making it in his post - I see him attempting to establish that Sim is no LESS "clear and automatic."

I think Ron's claim is that Ben is both right and wrong on this. In the relevant section of the essay, Ron focuses a bit more on the wrong part, but even there he acknowledges that the right part exists.

How do I figure the "both right and wrong" thing here? Let me try this - does the fact (and for now, I'll just accept it as a fact) that the somewhat analogous general human development moves through Sim to Nar and Game actually mean anything about Sim RPG play? I think Ron is saying "yes, that means something" (Ben is wrong) - but he is NOT saying "it means Sim is immature and pointless" (Ben is right). Ron is saying that it means Sim play often takes more "work" because you need to watch for and guard against two very automatic responses to Exploration - Step on Up and Story Now.

The Dream has its own rewards - there is value it can deliver entirely independant of the rejection of Nar and Game - but it's valuable to look at ALL the reasons why that rejection might take place. A very common (though by no means all-pervasive) one, it seems to me, would be the many disfunctions that can arise when you try to Step on Up or do Story Now - undesired Hard Core, "story" domination by the GM, and etc. Don't do Nar/Game, prioritize Sim, and that can't happen (other things can, but that's a seperate issue). This can "train" people to do Sim, not out of cannonical fandom-appreciation or desire for pastiche, but through simple negative reinforcement. Another option would be to fix the disfunction and successfully do Step on Up or Story Now - but that's only a good option if Step on Up or Story Now interest you more than the creation/discovery of an imagined environment in The Dream.

Many other possibilities for "why Sim happens" exist. When Ron says "based mainly on canonical fandom and focus on pastiche", I'm not sure I agree with the "mainly" (and would have said as much if my analysis of the draft had gotten that far - sorry, Ron), but . . . he does NOT say "exclusively", and I certainly have seen that as a "why" in a number of groups I've played with over the years.

What I read Ron's "hard question" sections as doing is asking each of us to look at those issues and find which answer fits for us as individuals. The reason to point out that Sim is less clear and automatic (though still no less powerful/rewarding/valid/insert-positive-word-here) is that it helps illuminate the nature of the priority. That Sim is less clear and automatic can be a STRENGTH rather than a weakness. Make sure you are using it as such in your Sim play, and your play will be more satisfying.

That's my read,

Gordon

[EDIT to clarify - "sorry, Ron" in my parenthetical comment means "sorry I wasn't able to comment on the draft in further depth before you published it", not "sorry to disagree with you, you bad-thinking weenie poo-poo man, but you're wrong Wrong WRONG." Or anything remotely like it.]

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On 1/30/2004 at 8:36pm, Bankuei wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi Kirt,

I mean, if Simulationism is so unnatural, why is it such a dominant mode?


Popularity in numbers can never measure any other quality than popularity. Sim has become dominant primarily because it has been the most supported form of play in texts and marketed games, not for any other identifiable reason.

If I were a new roleplayer, and were to pick up a random book, or look on the web, most of what I would find would be Techniques for Sim play. I may not enjoy it, and look for more, and keep looking, but most of what I would find would be Sim information. I'd likely be playing Sim, just because between most game texts and written info out there, Sim is seen as the default, if not the only way to play. If I wrote anything, based on what I "knew", then I'd also be writing Sim techniques...which would add to the base of support for Sim.

Chris

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On 1/30/2004 at 9:46pm, Uzzah wrote:
RE: The Roots of Sim (Response to Nar Essay)

xiombarg wrote: With honestly no offense intended, Ron, I saw the same implicit assumption in your statement that John did, tho I didn't come up with any "obvious counter". I'm not sure he was using a rhetorical tactic at all, but honestly trying to understand and deconstruct your point.



Just to give an opinion from the opposite side of the field, I think I understood the point that Ron was trying to make. That within the subject of children growing up, Sim play is a lot more "basic" than Nar or Gam. for instance, it's a lot easier to....

Sim - make believe being a knight

than say...

Nar - make believe being a knight that is forced to pick between his honor or his lover (with this being a constant premise)

or

Gam - make believe being a knight that is all about killing the other knights for the sole reward of being a badass.

Hopefully I understood that Ron's opinion is along the "road" of make believe...one encounters Sim first, before the other two.

Am I reading you right, Ron?


Joshua

(first post, though I've lurked a lot)

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On 1/30/2004 at 11:40pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi Joshua,

Welcome! Yes, you nailed the point. So did Gordon.

Best,
Ron

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On 1/31/2004 at 2:26am, Calithena wrote:
RE: The Roots of Sim (Response to Nar Essay)

Let me take a stab at this - understanding that I was only at the U of C for one year, so can't necessarily run with the big boys.

I'm wondering a little bit about two things.

1) Is this whole thread confusing Sim with Exploration? Little kids explore imaginative space. Not only Freud in certain moods but some of the major figures of near-contemporary Continental (Hans-Georg Gadamer, RIP) and Analytic (Kendall Walton) aesthetics have put child's play front and center as part of their theories of art.

That is, what I'm wondering is whether what the little kids are actually doing is 'prioritized' in any sense at all. Whether what they're doing isn't rather working in imaginative space more generally, that is, Exploring.

2) That said, I sort of agree with Ben's original point as I understood it, in that the wonderful Narrativism essay seems to imply that Simulationism is somehow 'less natural' than other modes. (I got that out of it too.) I hate to see the first major debate over such an important contribution be over such a minor detail of the essay, but I'm just not sure it's true. I mean, first of all, it's a statistical question that none of us really know the answer to - once kids learn to explore, do most of them make a game out of exploring to compete for social status, or try to make stories, or just wonder more deeply about different elements of their exploration? Beats the fuck out of me, I'm not a social scientist and haven't done the research. But that said, I don't see the third option as especially 'unnatural' - I wouldn't be surprised if it came in third once the data is in, but I also wouldn't be surprised if it was a close third. I spent a lot of time just staring at maps I drew wondering what was in the empty spaces.

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On 1/31/2004 at 5:41am, talysman wrote:
RE: The Roots of Sim (Response to Nar Essay)

Calithena wrote: Is this whole thread confusing Sim with Exploration? Little kids explore imaginative space. Not only Freud in certain moods but some of the major figures of near-contemporary Continental (Hans-Georg Gadamer, RIP) and Analytic (Kendall Walton) aesthetics have put child's play front and center as part of their theories of art.

That is, what I'm wondering is whether what the little kids are actually doing is 'prioritized' in any sense at all. Whether what they're doing isn't rather working in imaginative space more generally, that is, Exploring.


I agree with this. I think Ron has a point that "Step On Up" and "Story Now" in their non-roleplaying forms develop later as an outgrowth of make-believe, but I think he's missing another point -- that make-believe isn't the childhood equivalent of "the Dream". kids do "Dream" outside of Simulationist role-playing, but it, too, is a later development of make-believe.

when I was a kid, I and my friends sometimes played "spy". we sometimes made up secret codes that we could use as spies. that's not just basic make-believe, that's make-believ plus something else. and I (and many other kids) have drawn fake maps, or drew pictures of spaceships.

then there's the whole pastiche thing. after going through the simple make-believe stage, most kids go through a stage where they pretend to be their favorite characters from a book, tv show, or movie, more or less telling the same stories but changing a few names or minor details. Pastiche, according to the essay, is straight Sim, not Narrativist in the slightest.

I think as much damage has been done by pretending that Sim is earlier/more natural than Gamist/Narrativist as has been done by pretending that Sim is the immature cousin of the other "true" modes.

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On 1/31/2004 at 6:18am, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hello,

I should clarify that the word "natural" is a curse and a blight, and I never utilize it in any form - neither explicitly nor by implication. If you're reading "natural" into my discussion, you're bringin' it all by yourself.

I should also clarify the following.

1. Non-Narrativist play which produces a story does not necessarily produce pastiche. It often does, and there are some easy-to-understand reasons why it tends that way.

2. Narrativist play, which does tend to produce stories reliably, may well produce pastiche in doing so. However, it lacks some of the reasons that other forms of play tend to produce pastiche.

Finally, I have not said that Simulationist play is infantile. I have said that recognizing cognitive activity that looks related to it in infantile/juvenile behavior is not evidence for any conclusion whatsoever.

I see a real bog here, about a big, big issue. That bog is "validity." I'll say here, as I always have, that "validity" of modes of play is a crap issue. The word only means, "has value." As a legal leisure activity, role-playing of whatever sort therefore is "valid" if you and your friends like it. No possible doubt can be held as to this conclusion; it's axiomatic.

In the absence of that doubt, there can likewise be no fear that someone is coming along to remove "validity" from any given mode of play. Any observation about that mode can be judged on the basis of its rigor and correspondence with your own experiences.

Get rid of the doubt, get rid of the fear, and quit looking for hints of the removal in basic, observational points. Sim play can be "different," and that can be OK.

Best,
Ron

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On 1/31/2004 at 5:15pm, John Kim wrote:
RE: The Roots of Sim (Response to Nar Essay)

Ron Edwards wrote: I should clarify that the word "natural" is a curse and a blight, and I never utilize it in any form - neither explicitly nor by implication. If you're reading "natural" into my discussion, you're bringin' it all by yourself.
...
I'll say here, as I always have, that "validity" of modes of play is a crap issue. The word only means, "has value." As a legal leisure activity, role-playing of whatever sort therefore is "valid" if you and your friends like it.

Sorry if I offended you in my first post, Ron. It did seem to me that you had a negative judgement of GNS Simulationism both in the essay and recent threads. The relevant bit from your essay is:
I suggest that both Gamist and Narrativist priorities are clear and automatic, with easy-to-see parallels in other activities and apparently founded upon a lot of hardwiring in the human mind (or "psyche" or "spirit" or whatever you want to call it). Whereas I think Simulationist priorities must be trained - it is highly derived play, based mainly on canonical fandom and focus on pastiche, and requires a great deal of contextualized knowledge and stern social reinforcement. This training is characterized by teaching people not to do what they're inclined to.

You don't use the word "natural" -- but the comment about hardwiring and training strongly imply this, IMO, even if it wasn't your intent.

And I think this is a fair point to talk about. I don't want to devolve into wishy-washy statements of "any role-playing is as good as any other role-playing". People will and should have their opinions. However, GNS Simulationism is an enormously wide category and many people seem to play it -- so if you criticize it you should definitely expect some arguments.

In my revisiting of Threefold Simulationism, one thing I did was to sidestep the questions of how it was different from other modes. For example, I allow that it might overlap with GNS Narrativism. I suggested viewing it as an artistic style, like Surrealism or Expressionism -- not as a category which 1/3 of all games can necessarily be lumped into. An analytic model which applies only three labels to any possible RPG is necessarily broad and unspecific. In contrast, a constructive category like Expressionism is more like a set of advice for design, which can be as specific as it need be.

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On 1/31/2004 at 8:41pm, james_west wrote:
RE: The Roots of Sim (Response to Nar Essay)

An experience of mine which tends to support Ron's contention about peoples' -forgive the term- natural inclinations when it comes to this sort of game comes from a SOAP game I ran at a convention a couple of years back.

I wound up with, I believe, six players, all but one of them the wives/girlfriends or mothers, just keeping their 'gamer' kin company. So they were about as newbie as you can get.

First, I was universally told that they hadn't realized that THIS was what role-playing was - that it was a lot more fun than it had seemed when they'd eavesdropped on their kin.

Next, for the first game, while SOAP doesn't require a GM, I'd stayed out so that I could referee the rules; I wasn't sure that doing it entirely GMless would work. After the first game was over, everyone wanted to play again - and they, without any prompting on my part, insisted that I join in. It was immediately obvious to them that my role in the first game was superfluous. They also spontaneously came up with a few modifications to the game - making up secrets for other people, and getting points for providing clues to -those-, for instance.

My point here is that this is a group of people who previously had "known" that they didn't like role-playing, and had little experience with it. What this experience primarily says is that what they didn't like was traditional simulationist role-playing - and further, that they had a strong intuitive grasp of how things worked when presented with an alternative.

- James

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On 1/31/2004 at 9:26pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hello,

Quick side point: James, if you can present how you achieved getting the spousal/partner community into the action of really playing, during that con, that would be incredibly helpful. Actual Play would be the place, I think.

Best,
Ron

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On 2/1/2004 at 12:40am, Caldis wrote:
RE: The Roots of Sim (Response to Nar Essay)

I think that Ben's initial suggestion does hold some merit, child like imagination could very well be the clear link to simulationism though maybe not exclusively. Ron disregards it as a step in developing towards gamism or narrativism but I dont think that is necessarily so, I believe imagination can be it's own end and not a step towards one of the other agendas.

For me at least Simulationism seems to be an attempt to answer the question "What would happen if ...?" It's much like the child pretending to be a lion, what would happen if we were lions in the desert? I think it carries on into adult behaviour and is evident in certain works of fiction most clearly the alternate history fiction, What would happen if the South won the Civil War? Most importantly for the development of RPG's it translated into miniature wargaming.

When we think of war games now Warhammer quickly comes to mind with it's inherent game like structure but the initial appeal for many miniature gamers was in answering the "What would happen if..?" question. What would happen if Napoleon had tried x maneuver at Waterloo rather than y? Sure for many it was a game like experience and trying to win the battles was why they were there, but it was also answering the what if question and for many that was the important part.

I think this is a strong reason why simulationist mechanics became such a core element of RPG's. The linking of the game and sim background put those elements into rpgs whereas there wasnt a huge basis of dramatic writers initially drawn into the scene because there was no automatic hook for them. They weren't playing games to answer the what if question they were writing their stories influenced by that same child like imagination but towards a different end. They were shut out of the process initially but as is evident by this web site that is changing.

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On 2/1/2004 at 4:05am, John Kim wrote:
RE: The Roots of Sim (Response to Nar Essay)

james_west wrote: My point here is that this is a group of people who previously had "known" that they didn't like role-playing, and had little experience with it. What this experience primarily says is that what they didn't like was traditional simulationist role-playing - and further, that they had a strong intuitive grasp of how things worked when presented with an alternative.

I'm not sure how much one can extrapolate from the single example. In this case, it seems to me that the subject-matter is pretty important. For example, do you think that the same people would also like a Tunnels and Trolls dungeon crawl because its Gamism was more intuitively understandable? Also, what do you think Soap is in GNS terms? I own it but haven't played it yet. It seems to me to be strongly Gamist -- but also encourages pastiche in a GNS Simulationist fashion.

In other words, I agree that traditional D&D-derived tabletop RPGs as designed have limited appeal. However, I'm not convinced that this is inherent to GNS mode. For example, my experience with LARPs is that they are very popular with a crowd who also aren't interested in tabletop role-playing. It was pretty easy for them to adjust to the social masquerade-like play, and found the costumes, background, and characters interesting even in the absence of addressing of a moral Premise.

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On 2/1/2004 at 4:49am, Ben Lehman wrote:
RE: The Roots of Sim (Response to Nar Essay)

Cool thread. I think that my original point was lost at about post #2, though, so here's me trying to clarify.

Ron Edwards wrote: I do not subscribe to this extremely harsh and insulting version of the point. But I do think that the "kids do it!" argument and especially the implicit Naturalism underlying it are highly questionable and are only convincing at an uncritical level.


My point is not "kids do it so it's okay" or "kids do it so it must be the right way." My point is, simply, that Sim play seems to me to be as "automatic" as Gamist or Narrativist play -- all people have a context for it, even if it isn't something that they do in their daily life, which is what I assume by your statement of those two forms being "automatic" means. That was the entireity of the point. The bugaboo about "naturalness" is, in fact, a bugaboo, and it's not what I'm talking about.

So I guess my question is -- is the term "automatic" used in that paragraph for that meaning? If not, what is your meaning?

yrs--
--Ben

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On 2/1/2004 at 6:54am, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

First, a bit of possibly redundant context:

Ben Lehman wrote: My point is, simply, that Sim play seems to me to be as "automatic" as Gamist or Narrativist play -- all people have a context for it, even if it isn't something that they do in their daily life, which is what I assume by your statement of those two forms being "automatic" means. That was the entireity of the point. The bugaboo about "naturalness" is, in fact, a bugaboo, and it's not what I'm talking about.
He referred to Ron, who, in the essay, wrote: I suggest that both Gamist and Narrativist priorities are clear and automatic, with easy-to-see parallels in other activities and apparently founded upon a lot of hardwiring in the human mind (or "psyche" or "spirit" or whatever you want to call it). Whereas I think Simulationist priorities must be trained - it is highly derived play, based mainly on canonical fandom and focus on pastiche, and requires a great deal of contextualized knowledge and stern social reinforcement. This training is characterized by teaching people not to do what they're inclined to. No one needs to learn how to role-play, but most do need to learn to play Simulationist, by stifling their Gamist and/or Narrativist proclivities. Such training is often quite harsh and may involve rewards and punishments such as whether the person is "worthy" to be friends with the group members.
Ben wrote: So I guess my question is -- is the term "automatic" used in that paragraph for that meaning? If not, what is your meaning?

So first of all, while I accept that Ron doesn't intend any of his remarks to be taken in a normative sense, i.e. that he doesn't mean to say that Sim is or is not better than any other Agenda, I do think that claiming Sim is trained through "quite harsh" methods suggests this. Possibly toning it down a tad might help?

But as I say, I accept this. What I don't accept is that one can make this distinction this way. Gamism and Narrativism do indeed have their parallels, possibly with reference to some sort of neural harwiring, but regardless their application within human behavior requires a social context; this should be apparent in the RPG context, which is always social.

What makes Gamism and Narrativism "clear and automatic" is precisely that they have parallels in other human behaviors. But human behavior is deeply socialized, based on various forms of training that are "often quite harsh and may involve rewards and punishments" of a social nature. In other words, the characteristics that make Gamism and Narrativism "clear and automatic" are (1) that they have human behavioral parallels, and (2) are based upon trained social behaviors.

All of which suggests that a distinction between Simulationism and the other two modes on this basis is logically nonfunctional. The only way I can see to make it logical is to accept that "automatic" here is radically opposed to "trained," strongly suggesting a naturalist view -- which now you oppose.

Consequently, I reiterate and underscore Ben's question: if "clear and automatic" does not refer to natural and untrained, then how is it in any way opposed to Sim (as a "derived" and "trained" mode)?

This may just be University of Chicago debating tactics, but after all some of us think positively about the institution and don't love being trashed on the basis of stereotypes.

Chris Lehrich

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On 2/1/2004 at 1:38pm, Sean wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi, Chris -

I think that passage in Ron's essay is precisely what's generating a lot of the reactions on the thread.

(By the way, just so there's no confusion: I'm the person who has been posting under 'Calithena'. I've decided to change my ID for a variety of reasons.)

I think part of what's happening here is as follows. If you take Ron's statement as an in-the-context-of-actual-gaming, rough empirical generalization about what happens to a lot of players, it's true. Lots of gamers do come to the table with desires and expectations that would be more straightforwardly satisfied by play that pushes more heavily in a Gamist or Narrativist direction. Then a painful process of socialization occurs where they learn that various types of play that best facilitate Simulationism are 'right'. Ouija board role playing is one particularly painful such process; ostracization of 'munchkins' who apply their experience from Monopoly and chess straightforwardly to RPGs, without even bothering to try to explain the group's Social Contract (disguised as the 'better way to play', etc.) is another; and so on. Most of us experienced such training at some point, I think. I certainly did, and I inflicted it on many in high school - creating the usual incaste/outcaste mix between those who got it and those who didn't, which in turn was used to reinforce my status as RPG club president, etc. Many potential gamers do leave during this period because heavy Sim is not for them and they connect that with RPGing more generally.

On the other hand, if you take it as a universal claim about what is and isn't normal behavior for people who come to the gaming table, it's probably false. Clearly some people must be simulationist by 'nature' rather than by 'habit' or we wouldn't have gotten any Sim play to begin with, or only in some very rarefied and obscure contexts. (Other posts have filled in the argument here in a variety of ways already, so I won't rehash.)

Ron's strong language here does push one in the direction of this stronger interpretation. But if you add 'for many gamers' after the first 'are' or 'automatic', and again after 'priorities' or 'trained' in the second sentence, Ron's paragraph becomes pretty straightforwardly true, I think, and the point it's making is an important one.

Best,

Sean
who's mildly amazed that there are now at least four former U of C students on this thread

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On 2/1/2004 at 3:45pm, epweissengruber wrote:
Playing vs. Gaming (OT)

Is there a difference between playing and gaming? Some sociologists see rule-bound games as a subset of play (Huizinga and Callois). The deciding factor is the presence or absence of "agon" or competition.

In Gamism I can win or loose. In Narrativism I don't necessarily beat out competitors but I do have a chance to win the recognition of my fellow players for being inventive or quick to respond.

How does Exploring an imaginative space become gaming, or gaming inside a Simulation. Where is the agon? To see who knows the most about the setting



Ron Edwards wrote: Hi Ben,


I'm wondering a little bit about two things.

1) Is this whole thread confusing Sim with Exploration? Little kids explore imaginative space. Not only Freud in certain moods but some of the major figures of near-contemporary Continental (Hans-Georg Gadamer, RIP) and Analytic (Kendall Walton) aesthetics have put child's play front and center as part of their theories of art.

That is, what I'm wondering is whether what the little kids are actually doing is 'prioritized' in any sense at all. Whether what they're doing isn't rather working in imaginative space more generally, that is, Exploring.

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On 2/1/2004 at 5:09pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hello,

Sean's nailed it, for me.

Ben, to answer your direct question, I'll put it this way.

People develop in such a way that culminates in X and Y. As they do so, they exhibit (um...) B along the way, quite necessarily.

Now, they get together to do something. They typically bring X and/or Y to it. Then, in some cases, the people they've joined say, "Oh, we're doing B."

That's going to be tricky for a lot of people. Do they recognize B? Probably, or maybe with a little squinting. Do they want to do B? Good question, and I suggest that a fair number's answer is, Probably not.

Does this mean B is bad, dumb, infantile, to be matured from? Nope. Does it mean B is probably the least recommended for entry-level to the activity? Yeah, it does. Does it mean that presenting B as the basic entry-level is excluding a lot of people from the activity? Yeah, I think so.

Does that cover it, Ben?

I've written extensively in the past about why and how Simulationist play is perceived as most common and hence most desirable or enjoyable across the hobby, and why I think that perception is mistaken.

Best,
Ron

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On 2/1/2004 at 5:32pm, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

Sean and Ron have stated the position pretty clearly, I think, but I maintain that it doesn't entirely answer the question.

• Socialization, human factors, etc. all produce N + G -like behaviors.
• People first encountering games therefore (implicitly) assume N + G.
• Often, further socialization tells them to do S.
• Therefore, S is less "clear and automatic."
• None of which should be taken to mean that S is better or worse.

Right?

In order for this to be true, the following also must be true:

• The only significant or common form of socialization that produces S-like behavior is RPG's.

Personally, I doubt this very much, but the issue here is clarification. Ron, is this what you mean?

Chris Lehrich

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On 2/1/2004 at 5:56pm, Caldis wrote:
RE: The Roots of Sim (Response to Nar Essay)

I'm trying to work somethings out in my own mind so pardon me if you've all been over this a million times but I think I'm starting to understand what's actually being said but have the need to put it into my own words.

The problem with Simulationism is that it seems to exist without purpose. The Gamist seeks challenge within an imaginary setting, he desires to win. The Narrativist seeks to address a premise within the imaginary setting, to create a meaningful story. The Simulationist has no goal beyond existing within the imaginary setting, the mode has become the goal.

So while the childs make-believe or daydreaming in adults may give a good idea of what a simulationist gets from gaming it still doesnt answer what does the simulationist hope to achieve within this imagined setting.

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On 2/1/2004 at 6:39pm, epweissengruber wrote:
Thanks for straightening that out for me Caldis.

You just said what I have been spending too much mental energy to get my head around.

Caldis wrote:
So while the child's make-believe or daydreaming in adults may give a good idea of what a simulationist gets from gaming it still doesnt answer what does the simulationist hope to achieve within this imagined setting.

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On 2/1/2004 at 9:11pm, Sean wrote:
RE: The Roots of Sim (Response to Nar Essay)

Chris -

I think that's just pushing the same 'absolutized' reading back a stage. (I was there myself earlier in the thread though, so the point's worth making, but I'm starting to wonder if it's not in the 'made' category at this point.) If you put words like 'many' and 'most' and 'some' in front of your various premises, I'd endorse them, but then the conclusion wouldn't follow any more, except maybe with a 'usually' or a 'more often than you might think', but then I don't see what the problem is any more.

All that understood, I do think that there are Sim-like behaviors that occur in focused children's play - maybe it's even just Sim, if what little kids are doing is actually just freeform LARP - that's another thread - and, again, that probably some people come to RPing looking for specifically super-tight focus on Exploration, without the training. This doesn't change the fact that lots of people don't - I'd guess that Ron's right that the majority don't - and that the trends Ron's describing are real ones. (Furthermore, they're ones that help perpetuate the continual misunderstandings of N play and the devaluation of Gamism as 'roll-playing' that we see side by side throughout the RP community.)

But again, I don't see how your conclusion follows without fully generalizing your premises, and I don't think anyone's wanting to defend those fully generalized premises here. (If they are, speak up, my bad for speaking for anyone other than myself.)

Best,

Sean

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On 2/1/2004 at 10:00pm, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

Sean,

You're being very tolerant and reasonable, and I suspect that I'm seeming rather like an absolutist maniac, so let me clarify a bit why I'm driving for an underlying point.

You wrote: If you take Ron's statement as an in-the-context-of-actual-gaming, rough empirical generalization about what happens to a lot of players, it's true. Lots of gamers do come to the table with desires and expectations that would be more straightforwardly satisfied by play that pushes more heavily in a Gamist or Narrativist direction. Then a painful process of socialization occurs where they learn that various types of play that best facilitate Simulationism are 'right'.
Ron replied, "Sean's nailed it, for me."

If I understand correctly, the point is that without "traditional" RPG socialization, Sim priorities are fairly unusual. Therefore newcomers to the hobby tend to "think" Gamist or Narrativist, and have to be "broken" of this. Ron thinks, I believe, that such "breaking" behavior needs to stop, because it's happening simply out of habit.

Okay, now back up a few posts.
Uzzah wrote: within the subject of children growing up, Sim play is a lot more "basic" than Nar or Gam. for instance, it's a lot easier to....

Sim - make believe being a knight

than say...

Nar - make believe being a knight that is forced to pick between his honor or his lover (with this being a constant premise)

or

Gam - make believe being a knight that is all about killing the other knights for the sole reward of being a badass.

Hopefully I understood that Ron's opinion is along the "road" of make believe...one encounters Sim first, before the other two.
Ron replied, "Yes, you nailed the point."

Here it seems that Sim arises from early childhood games and whatnot, while Nar and Gam arise from considerably later socialization and maturation.

Now we get to the sticking-point:

If Sim-like stuff arises early in childhood, and Nar- and Gam-like stuff arises as a result of (non-RPG) socialization, why do newcomers to the hobby come to the table with non-Sim assumptions? If "traditional" RPG's keep writing, "Role-playing games are just like childhood 'let's pretend'," which of course they do keep writing, doesn't Ron's formulation mean that they are literally accurate?

This is why John and xiombarg and I originally misread Ron's point, and why I continue to believe that this formulation says something other than what Ron actually thinks.

As I read Ron's analysis, there's no way out of the following sequence:

• Sim arises from early childhood pretending
• Gam & Nar arise from later socialization
• Newcomers to the hobby assume more adult behaviors will be normal
• Traditional gamers push for less-mature behaviors


I realize that "mature" here does not have to be read as a judgemental category, that we could replace "less-mature" with both "immature and childish" and with "recovering childlike wonder."

But if there is no judgment whatever implied, then there should be no difficulty in socializing new players to the Sim mentality: you just tell them to follow their inner child. Ron feels, however, that Sim is the least-accessible mentality for newcomers, and I maintain that this implies a negative judgment of Sim. Further, although I know he doesn't think he's doing this, I maintain that Ron is defending this judgment as not a judgment by referring to a supposedly natural sequence of behavior developments.

All of which takes us back to Ben's first post:
Ben wrote: I am deeply uncertain that Simulationist play is not "clear and automatic" in the way that Narrativist and Gamist play both are. I believe that much of childhood make-believe stems simply from a desire to explore an imagined space, no more and no less, and that Sim play represents an outgrowth of this fundamental.

I hope that clarifies why I continue to beat at this. I will now stop and wait, and see what Ron has to say.

Chris Lehrich

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On 2/1/2004 at 11:39pm, Ben Lehman wrote:
RE: The Roots of Sim (Response to Nar Essay)

Ron Edwards wrote: Sean's nailed it, for me.

Ben, to answer your direct question, I'll put it this way.

People develop in such a way that culminates in X and Y. As they do so, they exhibit (um...) B along the way, quite necessarily.

Now, they get together to do something. They typically bring X and/or Y to it. Then, in some cases, the people they've joined say, "Oh, we're doing B."

That's going to be tricky for a lot of people. Do they recognize B? Probably, or maybe with a little squinting. Do they want to do B? Good question, and I suggest that a fair number's answer is, Probably not.

Does this mean B is bad, dumb, infantile, to be matured from? Nope. Does it mean B is probably the least recommended for entry-level to the activity? Yeah, it does. Does it mean that presenting B as the basic entry-level is excluding a lot of people from the activity? Yeah, I think so.

Does that cover it, Ben?


BL> In that it makes me clear on your position, yes. At a gut level, I disagree with the sentiment that raw imagination is any less important or less frequent than premise-like classification of events, or significantly less important than peer-level friendly competition, but that is a matter of developmental psychology, something which I have little-to-no experience in.

This issue is, of course, clouded for me because of personal experience. I am a daydreamer. Fantasy, just for fantasy itself, is a part of my daily life as much as stories.


I've written extensively in the past about why and how Simulationist play is perceived as most common and hence most desirable or enjoyable across the hobby, and why I think that perception is mistaken.


BL> Just for reference, I agree with this completely. I just don't think that Sim play is, in most circumstances, as highly trained as you put forth.

yrs--
--Ben

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On 2/1/2004 at 11:44pm, Ben Lehman wrote:
RE: The Roots of Sim (Response to Nar Essay)

Sean wrote:
I think part of what's happening here is as follows. If you take Ron's statement as an in-the-context-of-actual-gaming, rough empirical generalization about what happens to a lot of players, it's true. Lots of gamers do come to the table with desires and expectations that would be more straightforwardly satisfied by play that pushes more heavily in a Gamist or Narrativist direction. Then a painful process of socialization occurs where they learn that various types of play that best facilitate Simulationism are 'right'. Ouija board role playing is one particularly painful such process; ostracization of 'munchkins' who apply their experience from Monopoly and chess straightforwardly to RPGs, without even bothering to try to explain the group's Social Contract (disguised as the 'better way to play', etc.) is another; and so on. Most of us experienced such training at some point, I think. I certainly did, and I inflicted it on many in high school - creating the usual incaste/outcaste mix between those who got it and those who didn't, which in turn was used to reinforce my status as RPG club president, etc. Many potential gamers do leave during this period because heavy Sim is not for them and they connect that with RPGing more generally.

On the other hand, if you take it as a universal claim about what is and isn't normal behavior for people who come to the gaming table, it's probably false. Clearly some people must be simulationist by 'nature' rather than by 'habit' or we wouldn't have gotten any Sim play to begin with, or only in some very rarefied and obscure contexts. (Other posts have filled in the argument here in a variety of ways already, so I won't rehash.)


BL> Yo. Bang on. Yup. Directly parallel to my experience.

But let me put it this way. Given that all three modes are "natural" and can be expected from incoming players depending on the context that they have been given and their personal preferences, it doesn't matter what their frequency is. Since most play prioritizes one form, and derides the others, there are going to be unhappy people. Ron's claim that this group of people is large seems, to me, beside the point? Does it matter if the number of confused, insulted people who are new to gaming is %10 or %90? No. It matters that they are confused, and that they exist.

It is my belief that there are a large number of "automatically Sim" players. Further, this doesn't change the fact that such dysfunction with new players is a problem.

It is not, I think, that Sim play "needs to be taught." It is that "it is forcibly taught to some people who do not enjoy it."

yrs--
--Ben

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On 2/2/2004 at 1:53am, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi there,

Ben, what you wrote makes a lot of sense to me. I'm willing to split the difference between this construction and mine, with no reservations at all.

Chris, you're a source of major confusion for me today. I am perfectly OK with the four-point scheme you presented, until you then claim it relies on this idea:

The only significant or common form of socialization that produces S-like behavior is RPG's.


Mental "sput." I don't see how that relates to the four points at all. Who says it's only RPGs which demonstrate such a pattern? I didn't, nor do I see why it's necessary and integrated with your other four points.

In your second post, I'm equally at sea:

But if there is no judgment whatever implied, then there should be no difficulty in socializing new players to the Sim mentality: you just tell them to follow their inner child.


Ah. Is that what to do? I think that's pretty simplistic, to say the least. I know that as a role-player, I found such advice to be extraordinarily patronizing and disempowering until I encountered the Threefold and understood more about why-to's. Your answer fails to explain why the local Creative Agenda should be authoritative over the one that the person thought would be satisfied by participating? My answer is, it shouldn't. Such things are resolved not by saying "This way was here first," but rather through means that can satisfy everyone involved as much as they can be (which may or may not be enough for the odd man out).

Then I come to this:

Ron feels, however, that Sim is the least-accessible mentality for newcomers, and I maintain that this implies a negative judgment of Sim. Further, although I know he doesn't think he's doing this, I maintain that Ron is defending this judgment as not a judgment by referring to a supposedly natural sequence of behavior developments.


This is an unanswerable passage. That's what you think? 'K. No point in attempting to refute what appears to be a fixed diagnosis, and which relies on your inference. I think you're wrong, but apparently you know my mind and have stated my delusion. Again, 'K, or perhaps, "Whatever."

Best,
Ron

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On 2/2/2004 at 4:37am, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

Ron Edwards wrote: Chris, you're a source of major confusion for me today. I am perfectly OK with the four-point scheme you presented, until ....
The only significant or common form of socialization that produces S-like behavior is RPG's.
Okay, that comes off of half of the argument, which I was trying to put back together in the last post to Sean. I'm going to cut to the chase, because this is obviously causing confusion and annoyance all around.

When I wrote: But if there is no judgment whatever implied, then there should be no difficulty in socializing new players to the Sim mentality: you just tell them to follow their inner child.
Ron wrote: I think that's pretty simplistic, to say the least. I know that as a role-player, I found such advice to be extraordinarily patronizing and disempowering....
Yes. I agree entirely; that would be exceedingly obnoxious and unhelpful advice. What I'm saying is that by the fourfold scheme (for clarificiation, I mean the one I just proposed a few posts back and you more or less seconded), Sim arises naturally in early childhood, and is then socialized into relative obscurity or background (incidentally producing something akin to Gam and Nar along the way). You have said that newcomers come to the table with Gam and Nar assumptions, and find that the players already there have Sim assumptions. Fine -- I'm happy to accept that empirical description.

So this is a question to you, not an actual positive suggestion: why, according to your scheme, can't the gamers at the table say, "Find your inner child"? However patronizing the advice, wouldn't they be analytically accurate?

To put this all very directly and bluntly:

If
Gam and Nar are socialized priorities; and
They arise late-ish; and
Sim is a socialized priority; and
It arises early-ish

Then
If a newcomer arrives at the table with any set of assumptions from this list of three, and finds that those already there have any of the other assumptions,

Shouldn't it be a question of re-socializing the newcomer to new expectations? Why is Sim singled out on this system?

I wrote: Ron feels, however, that Sim is the least-accessible mentality for newcomers, and I maintain that this implies a negative judgment of Sim. Further, although I know he doesn't think he's doing this, I maintain that Ron is defending this judgment as not a judgment by referring to a supposedly natural sequence of behavior developments.
My point, on this, is not that I think you're deluded, nor that I can read your mind. My point is that your argument is, I really think, logically incoherent. I must stand upon some additional assumption or valuation. Otherwise, you could not distinguishe Sim along these lines.

Some have suggested a naturalistic approach; you reject this, and while I admit to a suspicion that something akin to a naturalism may be at the root of the logical flaw in your argument, I grant this.
Some have suggested a "who's more mature?" sort of approach, but you rejected that in extremely strong terms.
What would you suggest? What is it that permits the additional discrimination (in the logical, not ethical sense) of Sim over against the other two on these particular grounds?

I'm trying to reveal here that your logic is not logic; it has a hole. I'm trying to discern what might be filling that hole as you conceive it; thus far I have apparently guessed wrong. I invite you to formulate explicitly, or else demonstrate that there is no hole at all.

Chris Lehrich

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On 2/2/2004 at 7:13am, Silmenume wrote:
RE: The Roots of Sim (Response to Nar Essay)

I’m gonna jump in and make a few statements that will hopefully help.

There seems to be an underlying assumption here that as young imaginists (exhibiting behaviors that could be labeled Sim) develop into older imaginists (exhibiting behaviors that could be labeled Gamist or Narrativist) that said imaginists remember their earlier behaviors as a distinct phase of imagining efforts. This assumption leads to the false belief that an individual made mindful decisions during their development that purposely demarked and shifted the nature of their imaginative enterprises, thus said individual could be implied to remember an earlier “Sim phase” imaginings as a distinct effort from their later “Gam/Nar phase” imaginings.

A child who has developed a Gam/Nar preference has done so without the least notion that different modes were progressed through. In other words a person who “developed” as Gam/Nar preference did so in a direct line without mindful milestones, thus that they ended up with said preference is assumed by that individual to be THE way to roleplay. As Gam/Nar-like imaginings are goal oriented, the raw creative behaviors of Sim-like imaginings are quickly assumed and FULLY INTEGRATED into the service of the other two.

This leads to two conditions –
Gam/Nar-like imagining behaviors consume Sim-like imaging behaviors.
This developmental process would show lots of synecdoche, and in fact it does.

Therefore the statement “find your inner child” as an attempt to point to a time in the player’s earlier life where imagining behaviors that were Sim-like were being employed as a reference would not help. All the imagining behaviors happened and developed in childhood. Just because imagining behaviors that resemble Sim are exhibited first does not translate into Sim game priorities as being less “mature”.

Thus I think another false assumption being made is that the order of development of these imagining behaviors implies different maturity/sophistication levels of the modes of roleplay or their adherents. This is quickly followed by the error that just because an author proposed that Sim-like imagining behavior developed earlier than Gam/Nar that the author of said statement must be making a value judgment about Sim roleplay overall. Such conclusions do not follow.

Aure Entaluva,

Silmenume

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On 2/2/2004 at 7:56am, M. J. Young wrote:
RE: The Roots of Sim (Response to Nar Essay)

I was going to post on Friday night, and I thought, naw, this can wait. Shame on me; it's really exploded all over the place.

I played make believe with a lot of kids.

The boys almost always played gamist games, that I recall--cops and robbers, cowboys and indians, astronauts and aliens. The sides were easily determined: if you were one of the cool kids, you were on the good guys side that was going to win, and if you weren't one of the cool kids you were going to see your character killed to let the cool kids feel superior. I didn't much care for those games, but if I wanted to play with the boys, that's what we had to play.

The girls, on the other hand, invariably played house when they had the opportunity, and invariably dragged in any boys who were available. I can remember telling the girl next door that I'd rather play something else, couldn't we play something else, there must be something else we could play, but she insisted on playing house. In house there were no winners or losers. There was no story being created. House was ultimately let's imagine what it would be like if we were all grown up and running our own home the way our parents run theirs. It was a simulationist exploration, a way of discovering what it would be like to be somewhere/something/someone other than who we were. O.K., I didn't like it either, but for an entirely different reason: it was boring; nothing was happening.

Yet the girls all enjoyed it. They seemed to think something was happening, something that mattered to them. It seemed so static, but they were discovering something about themselves and their world by roleplaying being different.

I never, ever, saw anything remotely like narrativist make-believe, until I saw it on Mr. Rogers. We didn't play that way. Now, maybe someone does remember make-believe that dealt with issues and addressed premise, but I don't.

And I do think that make-believe is elementary role playing. Saying that it isn't the same thing at all rings like Harlan Ellison trying to say that sci fi is not science fiction and shouldn't be in the same category. You can't make the distinction based on whether you think the quality or level of sophistication comes up to your standards; you have to do it based on whether it contains the same core concepts. Children engaged in make-believe are creating a shared imaginary space in which they create events and characters by means of an undefined but mutually understood system built on a social contract. That it's a far more elementary approach in some ways does not negate what they are doing.

Simulationism is neither more nor less basic than gamism. You don't have to learn either of these at some point in your adulthood; you just have to discover whether this is something you enjoy.

I couldn't say about narrativism; thus far it seems a fairly sophisticated concept requiring at least nine or ten year old cognitive and moral development, but maybe I'm missing something.

--M. J. Young

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On 2/2/2004 at 4:09pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi there,

Chris, since I'm not making the negative judgment you say I'm making, I can't be called upon to defend that judgment. I really think you're ascribing a position to me, then claiming that position is false, and I'm really pretty much out of the picture from the word go. For example, you still ascribe naturalism to my position, which is grossly mistaken, except that you "know" that it's there. [blinks] 'K.

This is a good question to ask:

why, according to your scheme, can't the gamers at the table say, "Find your inner child"? However patronizing the advice, wouldn't they be analytically accurate?


They would indeed. Whether they are successful in doing so is, in my view, utterly and completely a matter of the social negotiation that is going to have to happen among this group of people.

To put this all very directly and bluntly:

If
Gam and Nar are socialized priorities; and
They arise late-ish; and
Sim is a socialized priority; and
It arises early-ish

Then
If a newcomer arrives at the table with any set of assumptions from this list of three, and finds that those already there have any of the other assumptions,

Shouldn't it be a question of re-socializing the newcomer to new expectations? Why is Sim singled out on this system?


I'm afraid I consider your "then" to be no "then" at all. I don't see the connection to the "if's," not one smidgeon. You could reverse all the earlys and lates in the "if" section, and it wouldn't mean a thing to the "then," for instance.

Now to answer your question, although I don't think anyone is going to like the answer. It is: None of this seems to me to be resolvable, especially since my position is that what-group-does is not amenable to 'should' thinking, in this case. We know nothing about these hypothetical people's actual goals, socially: to stay friends no matter what? to play this game no matter what? to include this person in the group no matter what? All unknown, hence, all "should" talk is meaningless. I think any such talk belongs in actual play regarding (surprise) actual play.

Finally, Sim play is singled out because I think it qualifies as the minority priority among the general populace, and hence will face the situation more often.

Ben and I have reached a great deal of agreement, I think, pending your confirmation, Ben. That's as far as I need to get in this thread.

Best,
Ron

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On 2/2/2004 at 10:54pm, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

Well, I suspect we're going to come back to this periodically, Ron, but if you're done with the thread you're done. I will make one last stab at clarifying.

First, a minor procedural point:

Ron Edwards wrote: ...since I'm not making the negative judgment you say I'm making....
I do not think that you mean a negative judgment. I do think that your distinction between Sim and Gam/Nar is logically problematic. Period.
Ron Edwards wrote: Sim play is singled out because I think it qualifies as the minority priority among the general populace, and hence will face the situation more often.
My question was, and remains, the following:
Why is Sim the minority priority among the general populace, if (1) it arises earlier ontogenetically, and (2) it is [as Joshua put it] easier to pretend to be a knight?

I think that there is an assumption you are making about the way mental development works and affects developments of what can become gaming priorities. I am trying to nail down what that assumption is, so that then in another thread we can debate whether it is valid.

Jay proposed the first new solution in a while:
Jay wrote: There seems to be an underlying assumption here that as young imaginists (exhibiting behaviors that could be labeled Sim) develop into older imaginists (exhibiting behaviors that could be labeled Gamist or Narrativist) that said imaginists remember their earlier behaviors as a distinct phase of imagining efforts.
If I understand correctly, the Sim-like imagining behavior to a significant degree becomes submerged over time, with increasing sociallization and whatnot. Therefore adults come to the table with 3 not-terribly-consciously known modes, but one is greatly more submerged than the others. Consequently they generally come to the table with one of the other two, or both, prioritized.

Jay, am I getting you right?

If so, Ron, is that your contention?

If so, then my question is (at last) answered.

I personally doubt this contention, but that's a subject for a quite different thread.

Chris Lehrich

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On 2/2/2004 at 11:52pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hello,

Chris, I don't think it's a matter of submergence. I think it's a matter of development, in terms of "what I want to get out of doing X."

X = exploration, in this case, as defined in my essays by the five components, in the medium of social communication.

By "development," I mean change. The imagining-only activity changes into (as I see it) an applied-imagination skill or skills that people use all the time in various ways. Typically, those developed versions are oriented toward theme-construction (stories) and unequivocal performance (assessment), in all sorts of activities.

One of those ways is a leisure activity called role-playing. Unsurprisingly, to me, people who encounter it are usually inclined to use their developed (in the sense of "has undergone change") skills or applications of the imagining-process: Narrativist or Gamist play. To their surprise, in many cases, they discover that the "right way to do it" means stripping those developments off and using, instead, the "raw" version of imagining as the primary effort. I also think that it does not remain raw, but rather gets developed along a relatively unusual path.

This "third development" might be seen as finding a non-infantile* use for the imaginging-process. You've played with Ken Hite, right? He refers to his preferred mode as "idea-based play," meaning that emotional investment in the outcomes/characters is less important than whatever thought-experiment is going on ("What if the Templars ...?"). Hardly infantile - rather, a refined version of the imaginative-only priority which isn't how most people have developed these skills.

* In this post, this term specifically refers to the age-stage and not to a pejorative use.

Theoretical engineering, speculative-future-setting or alternative-history science fiction, deep character-acting, and thoughtful pastiche all seem to be versions of this "refinement" of the raw/starting imagining phase.

Does that seem reasonable? I especially plead with you to discount all distinctions between "natural" and "socialized," which mean literally nothing to me in theory or practice.

Best,
Ron

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On 2/3/2004 at 5:59am, Silmenume wrote:
RE: The Roots of Sim (Response to Nar Essay)

clehrich wrote:
Jay wrote: There seems to be an underlying assumption here that as young imaginists (exhibiting behaviors that could be labeled Sim) develop into older imaginists (exhibiting behaviors that could be labeled Gamist or Narrativist) that said imaginists remember their earlier behaviors as a distinct phase of imagining efforts.
If I understand correctly, the Sim-like imagining behavior to a significant degree becomes submerged over time, with increasing sociallization and whatnot. Therefore adults come to the table with 3 not-terribly-consciously known modes, but one is greatly more submerged than the others. Consequently they generally come to the table with one of the other two, or both, prioritized.

Jay, am I getting you right?


Not exactly. My point was that the Sim-like imagining behaviors become fully and indistinguishably integrated into the later imagining behaviors. Such a person who seamlessly glides from Sim-like behavior to Gam/Nar-like behavior is unaware that such a transformation has taken place. In other words, said imaginist does not recognize that there was a change in their imagining behaviors at all. Therefore, looking back, they believe that they have only had one type of imagining behavior. The imagining behavior was not submerged but rather co-opted and blended seamlessly into, or as Ron simply said, changed. Changed without mindful thought. Changed without knowing change had happened.

Looking back on one’s own experiences it would be impossible to distinguish the two behaviors without some outside reference point. Thus if a player came to a RPG their imagining behaviors (Gam/Nar) would most likely be unexamined but ready for full employment. If the game were Sim in approach, said player would have to be made away of their behavioral assumptions, and then they would have to learn to deconstruct their (Gam/Nar) added behaviors to get back to Sim (assuming that said player was willing and interested to make the effort to do so). The problem is that as the players imagining preferences are typically rooted in behaviors and not conscious choices, such change will most likely happen only through behavior modification efforts. This is usually best effected through carrot and stick.

Some players may be highly sensitive or self aware of their imagining behaviors and assumptions, but they would be a very rare breed. The huge prevalence of synecdoche is evidence of that situation.

Aure Entaluva,

Silmenume

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On 2/3/2004 at 2:59pm, clehrich wrote:
RE: The Roots of Sim (Response to Nar Essay)

Assuming that Jay and Ron are in agreement, and I think they are, I'm pretty sure I actually do get what you're saying. My question is thus answered, and as far as I'm concerned unless Ron doesn't agree with Jay here, I'm satisfied that my question is answered.

Ron Edwards wrote: By "development," I mean change. The imagining-only activity changes into (as I see it) an applied-imagination skill or skills that people use all the time in various ways. Typically, those developed versions are oriented toward theme-construction (stories) and unequivocal performance (assessment), in all sorts of activities.
Or, as Jay put it,
...the Sim-like imagining behaviors become fully and indistinguishably integrated into the later imagining behaviors.
Thus we have a developmental tree in which one behavior (Sim-like) develops and transforms into what in a gaming context is two others (Gam and Nar); to move to Sim in play thus demands the extra work of in effect back-tracking and undoing a certain amount of developmental work. Ron's use of the word "infantile" in a technical, non-judgmental sense seems to me precise: we are in Sim asked to back up developmentally, literally speaking to get in touch with our inner child or whatever, which is in fact quite strange to those not already well familiar with the Sim end of the hobby.

Where I actually disagree, but which is in fact a subject for a future thread (since this one, for me anyway, was all about clarifying what Ron is up to), is this:
I especially plead with you to discount all distinctions between "natural" and "socialized," which mean literally nothing to me in theory or practice.
I think it is precisely the issue of socialization, and indeed the sociology of gaming, that makes this set of plausible distinctions problematic.

However, as I think I'm now clear on the distinction itself, and what underlies it, I think my disagreement can wait for a future thread.

Chris Lehrich

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On 2/3/2004 at 4:52pm, Ron Edwards wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi Chris,

Cool!

As for your final point, no, I don't think it needs to go to another thread, or to be discussed at all, because it's out of the scope of debate for the Forge. That is a Big Ultimate Question of Existence, and role-playing as a hobby has to cope with it just like anything else does.

Best,
Ron

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On 2/5/2004 at 3:47am, cruciel wrote:
RE: The Roots of Sim (Response to Nar Essay)

Huh...

I just read this whole thread and I know I'm coming in late, but what I don't get about this whole thread is where the assumption that children's make believe is Sim comes from.

I don't get the assumption that the child's priorities have changed at all. I bet they've been defaulting off to Nar or Gam all the while (probably neurological, left brain/right brain, but I really don't know as I'm not a child psychologist), and they have just gotten better at it with time. Just like kids getting better at drawing or playing chess as they develop as people.

Vincent tagged this way back on page one with Nar, M.J. just hit Gam. Good lion versus bad lion (good versus evil) and playing house (family structure) both seem pretty Nar to me. Sure, Nar kids might make up trite/flat/crappy themes, but that doesn't mean they aren't interested.

I don't think Sim transmogrifies into anything - if the kid starts Sim they probably end up that way; likewise with Nar and Gam. For the sake of simplicity I'm excluding the effects of neurological/psychological changes/traumas that accompany the various stages of development, which I'm sure could alter priorities. The whole "Sim -> Puberty -> Nar/Gam" (or whatever development stage you fancy) seems real busted to me.

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On 2/13/2004 at 4:09am, charles ferguson wrote:
RE: The Roots of Sim (Response to Nar Essay)

Hi all

cruciel wrote: I don't think Sim transmogrifies into anything - if the kid starts Sim they probably end up that way


That certainly fits in my own case. It's not that I'm never competitive--I certainly can be--or that I'm not, often, intensely interested in story as a driving force in art. Its what I really notice in books & movies--& RPG's--the thing that leaps out at me, the GNS-big-P Premise that fires me up, is Sim.

Wow! How cool is that! Imagine being there, exploring that, being able to do this, meeting those guys... Wow!

And AFAIR it's always been like that.

Although to be honest, while that's fascinating I don't actually see it as having anything real to do with GNS as a model.

To explain it from another tanget: as a Sim-RPer, do I find that GNS-Sim accurately describe my gaming the way I would describe it myself?

No. It doesn't even mostly do that.

But when I focus on the similarities rather than the differences I can comfortably say, Yes, within the GNS model as presented, thats pretty much where I sit. And for me, that's enough. That allows me to use GNS as a tool to better understand my own assumptions--& potential--as both a gamer & a game designer. Not the only tool I'll ever use or need. But one that can be useful and powerful, in the right situation.

As long as I remind myself that GNS is a particular way of looking at a thing--& not the reality of that thing--I can choose to use it, or not, depending on the benefit it will bring to the situation. I'm freed of the need to have it perfectly descibe all aspects of all gamers, in all gaming situations.

Hmmm, I just had a scary thought... <tongue-firmly-in-cheek>

Do you think the length & insistence of all these Sim posts is directly related to us being Sims... A kind of "GNS-kitchen-sinkism"?

<recoils in horror>

I spose I could attempt to check this by following the Nar-Gam GMS posts--but hell, who cares about reading them, anyway?

</tongue-out-of-cheek>

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