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Topic: Motivations...
Started by: ross_winn
Started on: 2/4/2004
Board: RPG Theory


On 2/4/2004 at 4:49am, ross_winn wrote:
Motivations...

In my own little theory of how RPGs work the motivations of the characters are critically important. Important to the dynamics of the play group and to the dynamics of the games I am interested in designing.

I have delineated three distinct types of motivations.

Survival Motivation: Why does the character keep going. In the face of the cold cruel world why don't they just say "fsck it" and pull the pin on a grenade, take a bottle of pills, or jump off a bridge.

Team Motivation: Why not just go it alone? You don't have to share the treasure, you don't have anyone to let you down, you don't have to share the spotlight. So why do you want to work as part of a larger whole?

Heroic Motivation: Why are you a hero? Are you righting a past wrong? Are you avenging something? Are you just altruistic and good? There has to be a reason you are a hero.

With these three motivations I can build a character for nearly any kind of game. However would it be better to codify a mechanic to reinforce these ideas? Should aspects of each motivation be parameters or attribuites of a system?

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On 2/4/2004 at 1:13pm, Zoetrope10 wrote:
RE: Motivations...

Yes, no.

It depends on what kind of rpg you want to play. In my limited experience, if you want to generate a good story, character motivation mechanics can get in the way. That is, the dice say one thing but the story would be better if something else happened. I find there is also a conflict of purpose. I play a story-telling game more for the intrinsic satisfaction of telling a good story, not for the extrinsic motivation of playing a good game.

On the other hand, if you want a good 'game', character motivation mechanics can be fun. Clever game play and leveraging the game mechanics to your advantage can be extrinsically satisfying (a la D&D).

About your motivations, what value do you see in labelling them? 'Heroic' and 'Survival' are hard to distinguish. Frex, my character Abelard seeks the basis of eternal life. His motivation is to uphold family honour---his father sought the secret, but failed (as did his father). There is no need to label his motivation as heroic or survivalist. He has a goal and a motivation and that's sufficient. (Actually it's not really, because he also needs a conflict---the thing that is stopping him from achieving his goal; in his case it's that the basis of eternal life is an unkown mystery, veiled in legend, hearsay, danger and secrecy.)

I don't think "Team motivation" is a motivation. Rather, being part of a team is an end to a goal. Whether or not a person joins a team will depend on other aspects of their personality (extraversion, intraversion, pride, stubborness etc) and the current strength of their goal-motivation.

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On 2/4/2004 at 2:44pm, Alan wrote:
RE: Motivations...

HI ross,

How do player motivations relate to character motivations?

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On 2/4/2004 at 3:55pm, ross_winn wrote:
RE: Motivations...

I think that discussing player motivations is counterproductive in this. I am trying to discuss quantifiable character elements.

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On 2/4/2004 at 4:23pm, Alan wrote:
RE: Motivations...

It's just that I recall trying to put character motivation mechanics into several games in the past and my players just weren't interested in using them. As a result, the character's behaved as the player wanted, not as the mechanic indicated. It seems to me that the players have to be brought into character motivations somehow.

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On 2/4/2004 at 4:41pm, Lxndr wrote:
RE: Motivations...

Or that the mechanic needs better rewards, perhaps. Or a little of both.

But I'm not entirely sure that ross's Three Motivations are at all necessary for characters. "Team" in particular isn't necessary for, quite frankly, the majority of characters - it's only through the relic of "party-oriented" play that you have to consider this element.

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On 2/4/2004 at 5:28pm, ross_winn wrote:
RE: Motivations...

Lxndr wrote: Or that the mechanic needs better rewards, perhaps. Or a little of both.

But I'm not entirely sure that ross's Three Motivations are at all necessary for characters. "Team" in particular isn't necessary for, quite frankly, the majority of characters - it's only through the relic of "party-oriented" play that you have to consider this element.


I think team motivation is imperative unless you are playing a solo game, period.

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On 2/4/2004 at 5:29pm, ross_winn wrote:
RE: Motivations...

Alan wrote: It's just that I recall trying to put character motivation mechanics into several games in the past and my players just weren't interested in using them. As a result, the character's behaved as the player wanted, not as the mechanic indicated. It seems to me that the players have to be brought into character motivations somehow.


Ok, I'll bite. Why would they be different at all?

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On 2/4/2004 at 6:47pm, jhawkins wrote:
RE: Motivations...

I say motivations should be represented in mechanics.

Some examples of when players can use them:

1. Resist mind-effecting magic.
2. Resist any other form of persuasion.
3. Keep going when the character is in a tight spot.
4. Possibly in convincing others, if the genuine feeling of the character is in question.

Cheers, Jim

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On 2/4/2004 at 9:04pm, Doctor Xero wrote:
RE: Motivations...

I've found motivations, such as the three motivations delineated by Ross, can be
important when I'm attempting to run a story-oriented game with roleplayers. Rather
than impose the storyline from above via game master fiat/manipulation or via player
meta-gaming, I work together with the players to devise character conception motivations
which inherently direct their PCs in the general direction of the storyline.

In terms of motivation influence on the game itself, I will usually give bonuses and
penalties to rolls based upon character conception and the PC's motivations of the
moment. This not only rewards genuine roleplayers but penalizes players who have
not bothered to determine motivations for their PCs and who therefore miss out on
any chance to argue for bonuses and any chance for the extra experience points I give
players for working with penalties which come from PC conceptions and motivations.

Apropos Ross' motivation schema:

Survival Motivation. It can be useful to the story we're weaving if each PC's survival
instinct fits into the anticipated story direction. However, I perceive a lot of overlap
between Survival motivation and Heroic motivation -- as Otto Rank pointed out, in
some ways it is an act of mundane heroism to continue onward each day without
selling out (to rephrase his turn-of-the-century words into modern idiom).

Team Motivation. I've always found it valuable to ask players to determine consciously
a team motivation for each PC because, at university, one encounters a vast number
of people who want to participate in large gaming groups yet are enamoured with
the image of the unfriendly loner, and the Batman-as-loner-in-a-team shtick only
works so often.

Heroic Motivation. This motivation only matters in campaigns in which I ~want~
players to play heroes! Some of the more intriguing World of Darkness campaigns
have protagonists without ever having heroes.

A side frustration: I find it harder and harder every year to react gracefully to players
who insist that no one in real life would ever do anything for altruistic or ethical
reasons. Aaargh!

Doctor Xero

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On 2/4/2004 at 9:12pm, Lxndr wrote:
RE: Motivations...

I think team motivation is imperative unless you are playing a solo game, period.


So a game like, say, most versions of Sorcerer, is untenable? Or any sort of political-struggle-between-characters-and-players (like Amber, mayhaps)?

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On 2/5/2004 at 2:38am, ross_winn wrote:
RE: Motivations...

Lxndr wrote:
I think team motivation is imperative unless you are playing a solo game, period.


So a game like, say, most versions of Sorcerer, is untenable? Or any sort of political-struggle-between-characters-and-players (like Amber, mayhaps)?


I didnt say that the players would only have a team agenda. However they do need a reason to work within the collaborative framework.

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On 2/5/2004 at 2:41am, ross_winn wrote:
RE: Motivations...

Lxndr wrote: "Team" in particular isn't necessary for, quite frankly, the majority of characters - it's only through the relic of "party-oriented" play that you have to consider this element.


Since about ninety five percent of the play I see is either party or troupe oriented, how does this become a relic? Relic implies old and ununsed, which these are not.

What ither tyoes of play do you see in roleplaying groups?

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On 2/5/2004 at 3:02am, Lxndr wrote:
RE: Motivations...

I didnt say that the players would only have a team agenda. However they do need a reason to work within the collaborative framework.


So the PLAYERS need a reason to work together, not the CHARACTERS (who might indeed be working at odds, i.e. not "as a team" within the collaborative framework). Which makes this a player motivation, not a character one, yes?

Relic implies old, not necessarily unused (at least, in my experience). But we're definitely roaming into the realm of personal preference and anecdotal evidence, which is outside the realm of theory. All I can say is yes, there are a substantial number of games where the CHARACTERS don't work as a team, or even towards the same goal (but the players often do work together nonetheless).

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On 2/5/2004 at 3:26am, ross_winn wrote:
RE: Motivations...

Lxndr wrote: So the PLAYERS need a reason to work together, not the CHARACTERS (who might indeed be working at odds, i.e. not "as a team" within the collaborative framework). Which makes this a player motivation, not a character one, yes?

Relic implies old, not necessarily unused (at least, in my experience). But we're definitely roaming into the realm of personal preference and anecdotal evidence, which is outside the realm of theory. All I can say is yes, there are a substantial number of games where the CHARACTERS don't work as a team, or even towards the same goal (but the players often do work together nonetheless).


I think it is disingenuous to separate the players and characters. Characters are either reflections of or reactions to the player's own self.

I would like you to put forward a listing of five or six of the "substantial" number of games that portray the characters as working at cross purposes. I am aware that players can and often do, but I would prefer that the game have design elements that actively aid or abet this.

While we are doubtless in the realm of personal preference in any public forum, I would go so far as to say that stating anything as fact here is somewhat hypocritical. After all if we are trying to create new and different experiences we can accept nothing as fact, nor take anything for granted. I am simply stating an opinion that in my experience most games appear to be designed for collaborative play and to enhance the reliance on others. D&Ds reliance on parties made up of different classes is that most base example, but not the only one.

I invite you to share your opinions as well, that is why I posted this question here on a public forum. I want other opinions, clearly stated.

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On 2/5/2004 at 3:46am, Alan wrote:
RE: Motivations...

ross_winn wrote:
I would like you to put forward a listing of five or six of the "substantial" number of games that portray the characters as working at cross purposes.


The Riddle of Steel
Sorcerer
Elfs
Universalis
My Life with Master
Dust Devils
Amber
Trollbabe

The above are games that don't require the characters to cooperate - and in which I've either experienced, or heard reported, strong examples of character's working at cross-purposes. (Try searching "blood opera" on the Forge for extreme exampls.)

Also, I recall many old AD&De1 games that involved characters working counter to each other. Any game system can be drifted to support player character conflict, I think.

Now on the other hand, no game lasts long if _players_ don't cooperate. This is one reason why the separation of character and player is important.

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On 2/5/2004 at 3:55am, joshua neff wrote:
RE: Motivations...

ross_winn wrote: I would like you to put forward a listing of five or six of the "substantial" number of games that portray the characters as working at cross purposes.


I can chime in here with personal gaming experiences. Let's see...

1) The first (& so far only) Dust Devils game I played. Each PC was at odds with every other PC. One PC, for example, was intent on arresting another PC. And one PC was shot in the stomach with a shotgun by another PC.

2) Everytime I've played My Life With Master, the PC minions have worked against each other. The PCs also rarely interacted with each other.

3) The last Sorcerer game I ran, the 3 PCs were frequently off doing their own things & didn't interact much. When they did, it was mostly in an antagonistic way. The climax of the game was a big battle between the PCs & their demons, with one PC banishing another PC's demon.

4) In the Sorcerer game I'm currently playing in, my PC is being hunted by another PC. The hunter plans on killing my PC--I know this, but the PC doesn't. Meanwhile, the third PC is dealing with a different situation that doesn't involve the other PCs (so far) & the third PC hasn't met the other PCs. No characters are working together here.

Now, none of these games have rules that push PC antagonism, but neither do the rules push for teamwork between PCs. And when I've run these games, I've stressed the point that the players shouldn't feel obligated to have their characters work together--or even meet, necessarily. Regardless of whether the PCs meet or not, regardless of whether the PCs "team up" or not, everyone at the table is committed to making sure every player has fun.

EDIT: After reading Alan's post, I remembered the Elfs game I played at GenCon a couple of years ago. That one goes on the list, too, as the PCs were usually trying to screw each other over.

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On 2/5/2004 at 8:24am, M. J. Young wrote:
RE: Motivations...

ross_winn wrote: I would like you to put forward a listing of five or six of the "substantial" number of games that portray the characters as working at cross purposes. I am aware that players can and often do, but I would prefer that the game have design elements that actively aid or abet this.
To the wonderful lists already presented, let me add two games.

Multiverser doesn't care one whit whether player characters work together or not; it's fine if they do, but in general the game tends to pull them apart and send them on separate adventures more often than not, because the players and their characters are usually interested in different things anyway. It works fine, and I run it all the time and play it when I can find someone else to run it.

Legends of Alyria probably trumps this. The initial phase of the game is not exactly character creation; it's storymap creation. During this phase, you identify a number of characters who are going to be important to the story that is about to be created, and their relationships to each other and to the core conflict of the story. All major heroes and villains should be on this storymap. From there you start fleshing out those characters with scores, nuances, values, so they become playable. Then you decide which player will take which character. A referee/GM is useful but not necessary to play. From the start of play, the players are all operating characters whose complex web of connections includes that some are enemies. If there are NPCs, they are minor roles, played by whoever thinks they're necessary at the moment. At no time is there a "party". After all, what better way to bring two characters together than the desire to kill each other?

As far as party mentality, it's been breaking down from long before games like Multiverser and Sorcerer--the Storyteller system LARPS are generally not at all party-driven, and the tabletop versions don't reflect much in this regard, either.

I'm not saying games that encourage party cohesion are bad; all that's been said here is that this concept is becoming less and less important in role playing games generally.

--M. J. Young

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On 2/5/2004 at 7:26pm, RDU Neil wrote:
I am troubled...

Now this is purely IMO... but damn... I'm quite disturbed by these last few posts.

Is it really true that there are games that people describe as "wonderful" that consist of solopsistic role playing that not only allows for, but encourages competitive, back stabbing, one-up-manship rather than cooperative action and other supportive behaviors?

I mean, I know this stuff exists... I know Amber... but I'm appalled that this is the kind of game that is being encouraged as good in any way... "indie" or otherwise cutting edge.


This seems to say, "Lets take a group of people who already tend to be socially immature and even inept, angst filled introverts, and instead of challenging them to interact in a positive, goal oriented, cooperative manner, we'll instead indulge in what I've only witnessed as RPG masturbation scenarios that acknowledge other players and characters as an audience at best, opponents at worst."

THIS is supposed to be a GOOD thing?

I guess I'm an old fogey, but I can't imagine building a rapport among players... a sense of belonging... a functional, long lasting social structure of ANY kind in such an environment. Even good friends would quickly feel resentment and anger when every move they/their character make/s is challenged, undermined and thwarted. It's a return to junior high politics!

I know you say you should separate the player from the character, but that is problematic at best. Part of playing RPGs is to invest emotional attachment to characters and the imaginary world they inhabit. It is cooperative story telling, and no GM wants players without any vested, emotional interest in the game. Without that you might as well be playing Parchese.

The old "My character Rex just fucked you over six ways from Sunday, but hey Bill, I'M still really your friend!" is just bull. Competition and intra-group conflict is natural... but to encourage and suggest it is the new, best, appropriate way to game is just sick.

I encourage my players to break out of their shell... not reinforce it!

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On 2/5/2004 at 7:36pm, Doctor Xero wrote:
RE: Motivations...

Personally, as a game master I mislike running campaigns in which players and/or
player-characters operate at cross-purposes. Inter-PC conflict is fine -- IF and ONLY IF
~all~ players are comfortable with this (and many are not) -- but esprit de corps and
team tend to make for a better campaign in my opinion. When I run a campaign in a
system which encourages PC disharmony, I alter that system to reflect my personal
tastes in this matter. More importantly, a team focus avoids my having to deal with the
"nerd machismo" of players who romanticize lone wolf fractiousness and who use the
games as compensatory testosterone surrogates, in my experience. (YMMV -- Your
Mileage May Vary -- so take this as simply personal experience and not as a definitive
generalization for everyone.)

HOWEVER . . .

ross_winn wrote Wed Feb 04, 2004 4:49 am:
> However would it be better to codify a mechanic to reinforce these ideas?
> Should aspects of each motivation be parameters or attributes of a system?

While I don't fully agree with Ross' quantification of motivations schema, overall I
think it's a good question, and I'd love to read the thoughts of others on this matter.

Some games implant competition (the reverse of team motivation) within their character
archetypes, such as World of Darkness with its clan/kithain/tradition wars and rivalry.
Someone has already mentioned how AD-&-D uses classes to reinforce the importance
of group intradependence.

Heroic motivation seems to be encouraged almost exclusively through character
conception rules, whether it be Champion's experience point penalties for violation
of character conception or AD-&-D's penalties for violation of alignment.

I'm not certain how survival motivation could relate to game system. Why would anyone
play a PC in a game whose first act is to kill himself? (unless it were a game involving
supernatural afterlife or such) Although I have some vague memory of a freeware game
in which PCs compete to see who could commit suicide first . . . ?

Doctor Xero

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On 2/5/2004 at 7:44pm, Doctor Xero wrote:
RE: Motivations...

I have to agree with RDU Neil about the destructiveness of games which encourage
backstabbing. I've seen seven gaming groups ruined by players who used these games
as excuses for ill treatment of friends camoflauged as friendly rivalry -- usually more out
of university stress than any conscious malice, but regardless the reason, the damage
remained irreversible.

On the other hand, light hazing (teasing, raillery, friendly competition) is a tried-and-true
form of male bonding and female bonding in Anglo-European cultures, including the
United States. I think the difference between party disunity and genuinely friendly rivalry
can be blurry indeed.

This all gets down to the ages-old Catharsis vs. Catalyst argument in some ways (unless
someone wants to trod out that tired old allegation that the ability to quarrel violently in
character without taking it personally is a sign of a "manly" "maturity"?). If people would
like to continue discussing the catharsis vs. catalyst argument or the value of intra-party
disharmony or of hazing as bonding, perhaps that would make a valuable new thread in
this forum?

(Although I ~still~ find nerd machismo among gamers annoying!)

Doctor Xero

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On 2/5/2004 at 7:55pm, Bankuei wrote:
RE: Motivations...

Hi Neil,

I think perhaps you're reading a bit much into what these folks are saying. In my experience, many of these games run fine without the "party mentality", but do not have to break down into serious character vs. character conflict.

Just because the characters don't know each other(really), and aren't working together, does not mean they will be at each other's throats. They may simply be trying to keep each other out of the way, or enlist their aid for short term assistance while achieving their goals.

Second, I think you're also really underestimating the potential maturity levels of players out there. I have met immature players who respond in the fashion you mention, I've also met very mature players who do not. That may or may not be your experience, but rest assured, there are players out there who do not "carry" emotional weight of grudges and vendettas, anymore than actors to their characters.

Chris

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On 2/5/2004 at 7:59pm, Valamir wrote:
RE: Motivations...

Wow, Neil.

I don't even know how to begin replying to your post.

If you're playing with "socially immature and even inept, angst filled introverts" you need to find a new group of gamers. Frankly I find this stereotype to be highly insulting. All the more so because it isn't really true, and certainly not reflective of any of the people from this forum I've had the pleasure to game with. The people I've met from the Forge are some of the most extroverted, socially well adjusted, and completely comfortable-with-themselves folks around.

Also where does "working at cross purposes" get translated to "backstabbing asshole"?

Seems to me you are HIGHLY confusing the desires of the characters with the desires of the players. It is perfectly possible for your character to want to betray mine, for my character to not want to be betrayed, but for me as a player to absolutely want you as a player to play out your characters betrayal. I may play my character as outraged and driven for revenge, while simultaneously enjoying the hell of it as a player and congratulating you for turning the knife so brutally.

Mistaking the "desires" of a piece of paper for what real living breathing people want is a huge mistake.

Its comments like those that for me highlight why I think Ross's goals for the thread are quite misguided.

Ross has asked that we not discuss the goals of the player in this thread.
Out of respect for that desire I shall avoid the enormous post on the subject I'd like to make.

But for the record. IMO, any attempt to define "character goals" that does not account for "player goals" is a complete wrong direction to go. I am absolutely certain that whatever game design goal you hope to accomplish by focusing on character goals will fail miserably unless you first focus on player goals.

After all:

"My character wants" should translate directly as "I the player want my character to want". If not...very very bad.

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On 2/5/2004 at 8:02pm, clehrich wrote:
RE: Motivations...

[X-posted with Ralph and Chris (Bankuei)]

I just don't see this sort of conflict and competition as necessarily having anything to do with machismo, stress, unhealthiness, or anything of the sort. Nobody's saying that playing a game this way is "the right" way to play, but it can be fun -- and not just for maladjusted males. I mean, a lot of RPG's work to militate against such intra-group competition, and that used to be claimed a lot as one of the things that made all RPG's special and wonderful: they weren't like other games that have win/lose conditions. But why can't RPG's have such conditions? Can't it be fun to win? Or to lose? Rewarding backstabbing in the sense of out-and-out treachery is one thing, but if everyone in the game is a creepy, twisted freak, and one of them manages to manipulate another into getting himself eaten by something really dreadful, can't that be a blast for everyone?

I think the most fun I ever had in a CoC campaign was when another player's PC really, really screwed up his SAN rolls and ended up deciding that it would be a good thing if Great Cthulhu came and devoured the earth. The GM was into "take you into another room"-style gaming, so we didn't know this, although we knew the PC's behavior was getting a little peculiar (panting, gibbering a bit, laughing out of context); we just figured he was pushing the SAN envelope. When he actually shot my character and used his bloody body as a sacrifice to Cthluhu, resulting in a wild gunfight involving tentacles, that was a blast. I got to play an evil minion for the duration of the long climax session, and everyone fired off lots of guns, screamed, moaned, got eaten, ate others (in my case, anyway), and much fun was had by all. Does this make us maladjusted screwups?

Sorry, but I just don't think aesthetic judgment-calls have anything to do with this. Haven't you ever enjoyed winning a game of, say, chess? You know, where you deviously manipulate the other guy, jump on his failings, and soundly trounce him? One of the great things about this sort of RPG, in fact, is that you get to gloat, and the other guy gets to chime in and make the gloating more fun.

Chris Lehrich

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On 2/5/2004 at 9:00pm, Doctor Xero wrote:
RE: Motivations...

Hmmm, it looks as though this thread is about player motivations more than about game
system effects on character motivations.

clehrich wrote Thu Feb 05, 2004 8:02 pm:
> Rewarding backstabbing in the sense of out-and-out treachery is one thing, but if
> everyone in the game is a creepy, twisted freak, and one of them manages to manipulate
> another into getting himself eaten by something really dreadful, can't that be a blast
> for everyone?

Chris, I honestly think two different discussions are going on right now (although neither
of them deals with Ross' original query) and they're intersecting awkwardly.

One discussion involves the notion that RPGs can still be fun for everyone even when
they involve PC intrigue, PC competition or rivalry, and/or sustained PC conflict. I would
put forth that this is true when such PC behavior is within the parameters of accepted
behavior for the gaming group involved.

To play off your chess example: I've known groups where cheating at chess (e.g. moving
pieces when your opponent's back is turned) were well within the parameters of accepted
behavior in that group, and so no one became angry when it was done to him or her since
it was part of the group norm but even laughed about it (not unlike the joys of gloating
you mention at the end of your post). Often the game system will tell players ahead of time
whether this is assumed to be acceptable, such as World of Darkness games, although some
game systems such as AD-&-D leave it up to the individual playing group.

The other discussion involves the notion that gaming groups can be ruined when certain
players decide to engage in sneaky PC behavior or outright PC treachery while playing in a
gaming group where such PC behavior violates accepted parameters of group behavior.
I've seen this happen more than once when a new player is brought into an intimate social
group which happens to game (often a boyfriend or girlfriend) or when the gamers are more
fellow game hobbyists than actual friends.

The problem is that many people who enjoy cheating even when in groups where cheating is
against the spirit of the group or who enjoy using their skill at gaming to bully other people
in an environment which "doesn't count in the real world" usually defend their actions by
insisting that their own willingness to cheat and the willingness of other people to react to
their bullying not with annoyance but "taking it like a man" or "taking it like an adult", imposing
no repercussions for the cheater/bully and no complaints, are all signs of maturity, mental health,
and manliness. After a while, these arguments become overused to the point of triteness.

After all, we live in a country where the term "mature film" usually refers not to sophisticated
subject matter but to soft-core pornography. <shrug> An annoying misuse of words, IMHO.
So referring to mature vs. immature players in such matters as the worth of party disunity
becomes tainted unless we are careful with our words.

Nerd machismo and its like refers to people suffering from the "badass" syndrome, people who
use games to pretend to a machismo they lack in real life and then gloating like playground
bullies. From your comments, I suspect you'd be surprised how many people do this in gaming
circles. They are a frustrating lot, often destroying entire gaming groups because, in the
United States, aspersions against a person's masculinity or maturity are powerful hot buttons,
particularly among the high school and college crowd, and these hot buttons camoflauge the real
problem: the accidental inclusion of a bully in the gaming group.

I think it might be helpful if we distinguish between these two lines of discussion. At least, that's
my personal opinion, and I hope it helps this discussion overall.

Doctor Xero

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On 2/5/2004 at 9:09pm, RDU Neil wrote:
Like I said... IMO

I did state that this was all IMO. And to Lehric's post about CoC... hey, that is just good role playing in a world where a dark and evil element is expected to win out. Sure, it could have been fun... once.

How the heck do you maintain a true campaign like that? My experience is much more like Doctor Xero's. Loved the phrase

the
"nerd machismo" of players who romanticize lone wolf fractiousness and who use the
games as compensatory testosterone surrogates,
This is so true, and something I assiduously avoid.

The fact is, my games happen to have quite a group of mature gamers, but they all admit to the cathartic elements of gaming, and some refuse to ever play a character who is evil or mean (unless something in the game makes them that way, and then that evil must end badly for a sense of harmony to reinstate itself). These guys put a great deal of themselves into the characters, and if the character fails, THEY fail. I try to manage this, as the gaming world requires failure to be believable, but I would never allow that failure to be at the hands of another player who was purposely trying to harm/hinder or otherwise "beat" another player. Good role playing can reward a player who acts against their own characters best interest, because it is "in character" but I will not abide a player whose "in character actions" are to screw over the others. I simply do not want that dynamic to poison the player friendships. Any game where the players were just "acting" and not "role playing" well... that isnt' a game for me.

My one experience with this solopsistic kind of play style was a WW/Changeling game. I saw eight people come together and NEVER interact. Each one had their own "thing" that they were doing, and essentially ignored the others, or tried to talk over them... and the GM never really got any kind of plot or story going, because the players stayed "in character" and there was rarely any reason any of these characters would care to be around each other.

What the hell kind of game is that? If I want to be alone in a room of people who could care less that I'm around, I'll go to the local bar. RPGs are social events... and to have a game system turn that into an episode of Survivor (a perfect example of the kind degredation of society that I feel these games represent) well, no thanks.

And to Lehric's question... yeah I play games like Chess, or Magic... and I play to win... but that is exactly NOT what I want from an RPG. I can't even conceive of an RPG as a Zero-Sum Game. It is absolutely defined (for me) as a cooerative, win-win interaction. Apples and oranges.

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On 2/5/2004 at 9:51pm, Gordon C. Landis wrote:
Re: Like I said... IMO

(quoted to give context to me reply - I don't think I distort anything by doing so, but if I do, appologies)

RDU Neil wrote: I saw eight people come together and NEVER interact. Each one had their own "thing" that they were doing, and essentially ignored the others, or tried to talk over them... and the GM never really got any kind of plot or story going, because the players stayed "in character" and there was rarely any reason any of these characters would care to be around each other.

What the hell kind of game is that? If I want to be alone in a room of people who could care less that I'm around, I'll go to the local bar. RPGs are social events...


Hey Neil -

No one here is (I think) claiming that RPGs aren't social events. The point is that just becuase the CHARACTERS aren't interacting doesn't mean that the PLAYERS aren't. In fact, it becomes even more important that one player care about what another is up to if the characters aren't together, since it is ONLY by caring about what's going on for that other player that you're connected to the imagined world.

So you're 100% correct - the real people playing the game (players, GM, whatever roles exist) must interact. And be happy about that interaction, so that the goal of a fun game is being satisfied. But that does not *neccessarily* mean the the characters have to interact, frequently or even at all. And if they do interact, that that interaction can be antagonistic, cooperative, a combination or etc. - as long as the players see it as shared creation of a fun experience.

So the PLAYERS need a reason to work within a "team" framework, but the characters - not so much. Though that often works well for some people and some goals, it ain't always the best for all people or all goals.

Hope that makes sense,

Gordon

EDIT to add - I find this a VERY important point, because where we have to look to see if that "rapport among players - sense of belonging - functional, long lasting social structure" exists or not is with the players, entirely. I've been in more than one game where the characters are all-so-happily working together and striving for their goals, but the players were pissed with each other. They were too nice to take it out on each other via their characters, but the truth was, the game wasn't working. And looking at the characters would tell us nothing about that.

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On 2/5/2004 at 10:25pm, Valamir wrote:
RE: Motivations...

The point is that just becuase the CHARACTERS aren't interacting doesn't mean that the PLAYERS aren't. In fact, it becomes even more important that one player care about what another is up to if the characters aren't together, since it is ONLY by caring about what's going on for that other player that you're connected to the imagined world.


Carve this one in stone people.

What the characters are doing in the game is completely secondary to what the players are doing.

It is entirely possible to have characters all going their seperate ways, plotting against each other, ignoring each other, paths crossing from time to time, etc. while SIMULTANEOUSLY having all of the players TOTALLY engaged in every scene regardless of their own characters presence in it. It is the *players* committment to each other that is important, not the characters committment.

It is entirely possible for a player to be thoroughly enjoying watching scenes between characters that his character doesn't even know. No, not just "possible", common, and something that should be encouraged.

That's why I have a problem with Ross's question at the beginning of the thread. The goal should be to find ways to encourage the players committment to each other in the game. Trying to do that by adding mechanics to encourage the character's committment to the game is IMO completely backwards.


And Ross, I do apologize for participating in the derailing of your issue. If you find my comments to be distinctly unhelpful to you, I am happy to withdraw.

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On 2/6/2004 at 12:38am, M. J. Young wrote:
Re: I am troubled...

RDU Neil wrote: Is it really true that there are games that people describe as "wonderful" that consist of solopsistic role playing that not only allows for, but encourages competitive, back stabbing, one-up-manship rather than cooperative action and other supportive behaviors?
Doctor Xero wrote: Personally, as a game master I mislike running campaigns in which players and/or player-characters operate at cross-purposes. Inter-PC conflict is fine -- IF and ONLY IF ~all~ players are comfortable with this (and many are not) -- but esprit de corps and team tend to make for a better campaign in my opinion.
Well, a lot of people have jumped on this; but none have said quite what I want to say.

You've misunderstood the core objective of a game like Alyria; you've also misunderstood the roles of the participants in all role playing games, by overlooking one of them in most role playing games.

Obviously, if the players' characters are going to overcome obstacles, there have to be obstacles; if they're going to defeat enemies, there have to be enemies. Someone has to provide the obstacles and play the enemies. Oh, but that's the referee's job. Ah. Why? Is it a rule, then, that the referee always loses? No, the referee isn't losing; it's part of his job to make sure the players have a good time by providing opponents they can defeat. He didn't lose, because they're not playing against him. No?

Hackmaster, as written, makes it very clear that the players are playing against the referee. There are rules in the book which declare that the players can penalize the referee if he violates the rules in the book. There are strictures on what he is allowed to throw at the players. What is interesting is that many of those who play this game think this is what AD&D was, brought into sharp focus: him against us, us against him. The referee is already one of the players. If he's not allowed to win, then the game is rigged; if he is allowed to win, then the players lose.

Here's an anecdotal digression. One of the episodes of Star Trek: The Next Generation focused on some researcher wanting to reverse engineer Data to build more of him. He had arranged things such that Data would be transferred to his command; Data responded by attempting to resign from Star Fleet. The researcher argued that Data was not a crew member but a piece of equipment, and therefore did not have the right either to resign or to refuse to comply with the orders. In order to determine this, there was a trial. Captain Picard defended Data. Commander Riker was assigned the task of prosecuting, of proving that Data should not be accorded the rights of a human crew member. He was informed that he had to do this, and he'd better do a good job, or the JAG office would summarily decide in favor of the researcher. When the trial was over, and the judge decided that Data had the right to resign, Data thanked Riker. Why? Because the piece needed a villain for the hero to triumph, and Riker was willing to play that villain.

The goal in a game like Legends of Alyria is to create great stories. Rather than say, O.K., all the players will play these heroes and the referee will play all the villains that we're going to defeat, the game says everyone is going to pick a character, whether hero or villain, sidekick or caught in the middle, and we're all going to work together to create a great story.

In Alyria, your character is not your avatar; he's your means of expression. Through the character, you have the ability to change the form of the game world, the content of the shared imaginary space. By playing a great villain, the player can make a greater story.

In most games, we sort of accept that it's the referee's job to make sure that everyone has a good time. In Legends of Alyria, it specifically states as the primary rule of the game that it is everyone's job to make sure that everyone else has a good time. The players are working together to make a great story, by taking characters who will work against each other and trying to bring this to a conclusion that makes a significant statement. Each has a tool to use to create this story; some are villains, some are heroes. Any might at some point switch sides, if that's what the story needs--fallen heroes and repentant villains make great stories.

The players are not working against each other; they're working together to control a collection of characters whose personal conflicts are the stuff of the story.

Sure, I like games in which player characters all work together against some obstacle that the referee has created; but to say that this is an essential element of role playing is to miss the point.

I also like the campaign, because I hate to end a character's meaningful existence (I've got characters I haven't played in most of twenty years for whom I'm still waiting to find out what happens next). That doesn't mean that mini campaigns and one-shots aren't great role playing games. Alyria isn't designed for you to take a character as yours (your avatar) for thirty years; it's designed for you to take a character as yours (your means of expression) for three or four sessions, in which you'll create one legendary story about one group of characters, and then you'll move on to create a new set of characters with which to create a different legend.

Does that help?

--M. J. Young

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On 2/6/2004 at 1:22am, Alan wrote:
RE: Re: I am troubled...

RDU Neil wrote: Is it really true that there are games that people describe as "wonderful" that consist of solopsistic role playing that not only allows for, but encourages competitive, back stabbing, one-up-manship rather than cooperative action and other supportive behaviors?


Let me restate my points more clearly:

1) The games I gave as examples all require _player_ cooperation (as does all good RPG play). In fact, I've experience more _player_ cooperation in these games than many others.

2) Likewise these games do not require _character_ cooperation. Whether the character's work together, at separate agendas, or conflict is neither rewarded, encouraged, nor discouraged by the game system. (Alyria may be an exception - I haven't played it.)

3) In these games, I've never experienced any deceit between _players_ at the table. Any time characters are in conflict, it is played with the full knowledge - sometimes the encouragement - of other players.

My whole point in bringing up such examples is that a discussion of character motivations must first acknowledge that they can be separate from _player_ motivations. The purpose of making that distinction is to point out that player motivations are ultimately more important to play.

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On 2/6/2004 at 7:54pm, RDU Neil wrote:
RE: Re: I am troubled...

M. J. Young wrote: Alyria isn't designed for you to take a character as yours (your avatar) for thirty years; it's designed for you to take a character as yours (your means of expression) for three or four sessions, in which you'll create one legendary story about one group of characters, and then you'll move on to create a new set of characters with which to create a different legend.

Does that help?

--M. J. Young


Actually, yes. You almost lost me with the Star Trek anecdote. (A have an adverse reaction to anyone using Trek as an example of something good...) but the rest was very clear... and very interesting. It certainly sounds more positive and cooperative than Amber or the WW debacle I've experienced in the past. This also explains the first of Kim's divisions... the Cooperative Storytelling mode... which is what I thought I was doing all along, but this takes it to the true extreme... a story being created for a non-existent reader, by a collection of equal stature authors (the players.)

I honestly don't know if such a game would work with anyone in my group. It is a vastly different style than we've ever played... though I do see that we've integrated certain elements. (Characters getting to set scenes or fill in backstory with only minimal guidance by the GM) I just still see too much competitiveness in my group, that each person would think that their idea about where the story should go is better than the others, and would not cooperate. This model really requires that the others actively listen to each player in turn... and I know that my guys are often much to eager to cut in and give their own .2 cents worth. It would be a real struggle.

Thanks for the explanation, though.

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On 2/6/2004 at 11:31pm, Doctor Xero wrote:
RE: Re: I am troubled...

M. J. Young wrote: Hackmaster, as written, makes it very clear that the players are playing against the referee.

M. J. Young wrote: The goal in a game like Legends of Alyria is to create great stories.


M.J., you've nicely encapsulated why I find no joy nor pleasure in playing the
Hackmaster game, a system which encourages ruthless competition over cooperation
between gamers. Based on your description of Legends of Alyria, I will probably
avoid that game as well.

I personally dislike RPGs which treat PCs as tools rather than as characters, but
that is a personal taste.

M. J. Young wrote: you've also misunderstood the roles of the participants in all role playing games, by overlooking one of them in most role playing games.

What I think has been forgotten here is that there is only true goal in any RPG experience :
for everyone to have fun.
(Enjoyment -- what Mihaly Csikszentmihalyi calls "flow" -- is also what motivates
designing one's own RPGs or participating in forums even when they become intense.)

That fun may involve players using their PCs as tools to attack each other, that
fun may involve players using PCs as characters through which to enjoy a game
master's world, that fun may involve players using PCs to craft a story for an audience
which is no one but themselves . . . I have known more than one group of players
for whom fun involved using their PCs as a psychodelic focus when they gathered
to get stoned out of their gourds on various psychopharmaceuticals.

Excluding obvious ethical and legal extremes, the purpose of playing in an RPG is
to have fun.

I do not think that this purpose is served by stating that a specific approach to RPG
experiences is superior or more mature or suggesting that a particular approach
is followed only by those who misunderstand the roles of the participants in all role
playing games. I don't see how that tack works toward that purpose of fun.

Doctor Xero

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On 2/7/2004 at 12:13am, Doctor Xero wrote:
RE: Motivations...

M. J. Young wrote: Hackmaster, as written, makes it very clear that the players are playing against the referee.


In the Actual Play forum, Coxcomb wrote
coxcomb wrote: In sports and other competitive pursuits, highs always come at the expense of someone else. In an RPG everybody can share the highs together.

http://www.indie-rpgs.com/viewtopic.php?t=9556

I agree with coxcomb -- and this also explains why I mislike RPGs such as Hackmaster
(and from M.J.'s description, probably Legends of Alyria). These games require that the
gaming enjoyment come at the expense of someone else. In competition, no other
possibility exists because you can not win unless someone else loses in a competition
(or comes in second place or third place, which amounts to losing at reaching first
place).

There are experiences, such as chess and soccer and art contests and even romance
(unless you're into polyamory), in which there will be wins and losses. This doesn't
mean that all experiences must function that way; it doesn't mean that RPGs must
function that way.

When I want win/lose competition, I play chess or soccer or enter a contest or vie for
a romantic partner -- I don't RPG. RPGs are one of the few group adventures which
can transcend win/loss outcomes.

Doctor Xero

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On 2/7/2004 at 12:45am, Christopher Kubasik wrote:
RE: Motivations...

Dr. Xero,

I'm baffled. In his post on Alyria, M.J. Young wrote: "In Legends of Alyria, it specifically states as the primary rule of the game that it is everyone's job to make sure that everyone else has a good time. The players are working together to make a great story, by taking characters who will work against each other and trying to bring this to a conclusion that makes a significant statement."

He explicitely said the the game states taht the primary rule of the game is to make sure everyone else has a good time.

In other words, fun.

Several basic tenents are on the table:

In the most common style of RPG, the GM provides obstacles for the Players. Is this some sort of torment in your view?

If not, then why can't the Players step up into the roles of creating obstacles for each other's *characters* as well as the GM?

If the group's definition of fun is, "We're all here making a story together," and they create charcters who are at a cross purpose (which is required to make a story, then the players are working together while the characters are working at a cross purpose.

Remember that in such a case, whether a character lives, dies, is stabbed in the back or lied to a crucial juncture. Since all those elements help make a great story (Poetics: revelations and reversals) everyone at the table, with the fun condition of helping each other make a great story, is having a great time, even if all the charcters are as dead as the court of Denmark in Hamlet by the time it's all over.

Keep in mind that in such game play there are seldom secrets between the players, there's a lot of kibitzing about what might happen next (with the playing out of the scene revealing what actually happened), and there's actually very little competition between players -- if at all. They are competing as a group to create a cool story.

I repeat: the characters are competing within the story, the players are cooperating to create the story. (BTW, the slightly snarky split you make between "characters" and "tools" in such situations suggests -- you've never heard of actors working together to build a scene in a play or movie? Is this true?)

The way you keep sweeping this big paintbrush around claiming that all games of this style are some sort of pathological disfunction, in the fact of everyone else saying, "no, I play this way, and what you're describing isn't the way it goes down," might suggest there are ways and methods of playing that, while you might not like them, you're not quite grokking at this moment.

You might want to take a step back and consider there's something here you're just not getting yet.

Christopher

[standard disclaimer: all talk of different styles of play here means different, not better or "mature"]

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On 2/7/2004 at 1:14am, Doctor Xero wrote:
RE: Motivations...

Christopher Kubasik wrote: The way you keep sweeping this big paintbrush around claiming that all games

Christopher, your reaction makes no sense to me because it doesn't seem to have
anything to do with anything I had posted on this topic.

Re-read my previous posts: in each, I make it clear that I am sharing my personal
perspective, not a universal dictate, and defending it as one of several legitimate
perspectives.

Doctor Xero wrote: I personally dislike RPGs which treat PCs as tools rather than as characters, but
that is a personal taste.

Doctor Xero wrote: this also explains why I mislike RPGs such as Hackmaster

Doctor Xero wrote: I do not think that this purpose is served by stating that a specific approach to RPG
experiences is superior or more mature or suggesting that a particular approach
is followed only by those who misunderstand the roles of the participants in all role
playing games. I don't see how that tack works toward that purpose of fun.


I went out of my way to make it clear that I was stating personal interests and that
I was simply defending the tastes of those of us who prefer cooperative PC play to
competitive PC play. I don't understand how that could be misinterpretted.

As for acting: I was a professional film and television actor for a while, and I can assure
you that professional acting is definitely a cut-throat business! Anyone who tells you
otherwise has never been in the Industry. I've also been involved in amateur theatre
productions, and the cooperative aspects do not negate the power of the director whose
word is final and of a script which can be altered only by director or writer but never by
the actor unless he/she is given permission, so acting doesn't really parallel the sort
of gaming experience about which you're writing. (Unless there are scripted RPGs?)

I have made no statement that anyone is dysfunctional or less mature or less skilled
or less cooperative for enjoying other approaches. I write to prove that the approach
that a number of us prefer, with cooperative PCs the norm in that approach, is just as
functional, mature, skilled, and cooperative as the other approaches mentioned in this
thread.

Doctor Xero

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On 2/7/2004 at 1:23am, greyorm wrote:
RE: Motivations...

What I'm surprised no one has brought up yet in response to the comments about competition between players being unhealthy, masochistic aggression is...well, other (non-RPG) games.

Chess, for example? Or any family-oriented game on the market: Monopoly, Chutes & Ladders, RISK, Scrabble, Trivia Pursuit, Clue, Boggle, etc? Or something closer to home: how about wargaming (from which RPGs were birthed)? Or CCGs (Magic, Pokemon, etc.)?

I mean, are those individuals so oppossed to character-conflict in RPGs really and truly suggesting that the above named games are contributing to social dysfunction and immaturity, that such games are nothing more than "competitive, back stabbing, one-up-manship"?

And suggesting that when we have family game night here at my house, we are failing to "build a rapport among players... a sense of belonging... a functional, long lasting social structure of ANY kind." In other words, playing games together is really tearing our family apart.

That family game night, because the games we play do not promote play in a "cooperative manner," is "disturbing"?

Based on the reasons given for why RPGs which feature competition are bad, playing normal, regular board games would have to be screwing up everyone who plays them. Somehow, I find all that to be...just weird.

Logically extrapolated, the criticisms just don't make any sense.

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On 2/7/2004 at 1:47am, Christopher Kubasik wrote:
RE: Motivations...

I wish I could say something in reply...

but I can't.

Good luck all.

Christopher

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On 2/7/2004 at 2:08am, Gordon C. Landis wrote:
RE: Motivations...

Hey Doc Xero,

Team play, individual play, PCs together, PCs apart - either, all, and many variations can be functional, mature, skilled and cooperative. With the possible exception of Neil, I think we can all agree on this - and I think (reading between the lines - correct me if I'm wrong, Neil) Neil is more concerened with the *practical* difficulty of getting *his particular group* to be functional etc. in a non-PC-team environment than he is about any absolute, philosophical impossibility.

What's wierd (and what prompted Christopher to post, I'd guess) is that you draw a connection between Legends of Alyria and Hackmaster, in terms of cut-throat competition. Putting aside for the moment the issue of people who actually ENJOY Hackmaster - who see that competition as a subset of cooperation, an "agreement to cut-throat compete" (which for me, yeah, yuck, not what I RPG for - but different strokes and all that) . . . As MJ's post points out, and Christopher reiterates, Legends of Alyria *requires* cooperation - maybe a different form of cooperation than you like, but cooperation none the less.

So it looked like you were missing the point - not all non-PC-team play means competition between the players.

Does that make sense? Of COURSE team-PC play can be functional and etc. The implication was made that non-team-PC play could NOT - and the opinion here is it can. In fact, "competitive" RPG play can be functional and all, if that's what you're into.

It may be hopeless now, but maybe - can we clear that issue out of the way? And see if Ross or whoever has anything about "Character motivations" to add? Otherwise, Ron will probably come by and appropriately close the thread . . .

Gordon

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On 2/7/2004 at 2:26am, greyorm wrote:
RE: Motivations...

Alright, considering Chris' reaction, I was probably way too arcane with the content of my last post: my point is that we think about the reasons competetive RPGs are being dismissed.

I'm not pointing fingers at anyone here specifically. There is quite an undercurrent of resentment and dislike towards competition and what is derisively referred to as "ROLL-playing" in the gaming community. "Power gamer" and "munchkin" are considered demeaning curse words; immersion and character-acting with little "interference" by mechanics are upheld as the superior form of play, and the one to which all "true role-players" should aspire.

In fact, unsurprisingly, as either an addtional symptom of the above or the result of it, the whole "game" aspect of RPGs seems to be downplayed by gamers in their common literature.

More to the current point, what you see in many RPG manual introductions is the sacred mantra of "No one wins or loses" -- and so the attitude that winning and losing are for "lesser" games and less "socially mature" gamers (likely stemming from the apparent typical opinion of their social group many gamers have as mentally superior/more mature).

But, if the reasons competition in RPGs is labelled as negative do not hold true for similar activities (wargaming, cards, boardgames), then the reasons for the labelling in our community need to be seriously examined as well.

And in fact, this calls into question the idea that team-focused play is central or necessary to gaming, as posited by Ross early in this discussion, especially as Ross stated he is speaking about character-orientation only, not player-orientation.

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On 2/7/2004 at 6:32am, Christopher Kubasik wrote:
RE: Motivations...

Woah, Greyorm Dude,

It wasn't your post. Trust me.

Just wanted to clear that up before I mosey on.

Christopher

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On 2/7/2004 at 12:33pm, joshua neff wrote:
RE: Motivations...

I think I'm with Christopher. I can't think of anything to say--& anything I could say, someone else (like Alan, Raven, Gordon, Christopher, Ralph) has been saying better.

I will add this, though: Neil, Doctor Xero, & anyone else who is having trouble imagining such a thing as PCs acting separately while the players act together, not in competition but in collaboration, go read any of the threads in Actual Play or in the Sorcerer, My Life with Master, Dust Devils, and HeroQuest fora (for just a start) & see how people are playing these games and enjoying themselves. It's not cut-throat, it's not antagonistic--it's fun. Everyone is engaged & excited, not just about their own characters but about everyone's characters. While there may be a certain level of social competition going on, it's definitely not "win or lose." It's "everybody wins."

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On 2/7/2004 at 12:36pm, ross_winn wrote:
RE: Motivations...

joshua neff wrote: I think I'm with Christopher. I can't think of anything to say--& anything I could say, someone else (like Alan, Raven, Gordon, Christopher, Ralph) has been saying better.

I will add this, though: Neil, Doctor Xero, & anyone else who is having trouble imagining such a thing as PCs acting separately while the players act together, not in competition but in collaboration, go read any of the threads in Actual Play or in the Sorcerer, My Life with Master, Dust Devils, and HeroQuest fora (for just a start) & see how people are playing these games and enjoying themselves. It's not cut-throat, it's not antagonistic--it's fun. Everyone is engaged & excited, not just about their own characters but about everyone's characters. While there may be a certain level of social competition going on, it's definitely not "win or lose." It's "everybody wins."


Can anyone give me any mechanics or elements that reinforce this?

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On 2/7/2004 at 1:21pm, joshua neff wrote:
RE: Motivations...

ross_winn wrote: Can anyone give me any mechanics or elements that reinforce this?


Mechanics that reinforce people having fun? There aren't any that I can think of off the top of my head. It's reinforced through Social Contract. I'm not saying the games have rules that reinforce players acting together--yes, it is conceivable that a group playing Riddle of Steel or Dust Devils or Trollbabe or My Life With Master could get competitive and antagonistic enough with each other that people could walk away from the table mad at each other. Although I know of such rules in D&D, Champions, or Vampire that enfore "non-competitive fun" either. There's an assumption in D&D & Champions (less so in Vampire) that the PCs will work together as a team, but there are certainly no rules enforcing that, & I've seen & played gamesof D&D in which everyone was working separately.

But the question isn't whether there are mechanics that support or enforce players working together, the question is whether such play is automatically, or even typically, antagonistic, "back-stabbing," & negatively competitive. What I'm saying is that you can read many, many Actual Play posts on this site that show that such play is as cooperative as "the PCs are all in the same group" games.

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On 2/7/2004 at 4:33pm, greyorm wrote:
RE: Motivations...

Christopher Kubasik wrote: Woah, Greyorm Dude,
It wasn't your post. Trust me.
Just wanted to clear that up before I mosey on.

Thanks for the heads-up, Christopher! I realized that this morning while browsing the thread again, and said "DOH!" to myself. Ah well.

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On 2/7/2004 at 5:14pm, Jonathan Walton wrote:
RE: Motivations...

ross_winn wrote: Can anyone give me any mechanics or elements that reinforce this?


Sure, take the "mechanic" of the traditional GM-player split. Here's an exaggerated example:

The player's PC is Prince Charming, embodying everything that's good and nice in the world.

The GM is currently playing the Queen of Darkness, leader of a band of loathsome undead warriors.

The two characters are obviously in conflict. Their players are not. The GM (who's ultimately just another player in the game, with special perks) and the player work together to tell the story of Prince Charming battling the Queen of Darkness. The characters have an antagonistic relationship because that's vital to the story. Conflict creates interest.

The games that Alan mentioned, for the most part, allow players to portray characters like the Queen of Darkness, who have antagonistic relationships to other players, but aren't quite so exaggerated in their evilness. Sometimes, after all, people just have different opinions about things and that leads them in different directions.

Actually, consider the party system again. Many games that I've been in have used the party system as a way of supporting these kinds of antagonistic story-creating relationships, instead of a way of shoehorning everyone together and keeping them cooperating.

For example, I was in this Vampire game where I was a newly created Vampire hanging out with a group of older ones. They were all plenty jaded and used to the horrible things that Vampires do to stay alive. My PC wasn't. This made for an interesting relationship, as my PC was constantly trying to get them to "play nice" and they were constantly trying to get my PC to "loosen up." This caused internal conflict within the group. The PC couldn't leave because he didn't know any other Vampires in the city and couldn't return to his normal life, but he was disgusted by the others.

The between-character conflicts didn't tear the group apart, because the "party system" structure kept the characters together, even if they didn't especially like each other. I think this is really, really common in many, many roleplaying groups. I really don't see why you seem so adamant that all the characters have to work together and be unified in thought and action. Have you had horrible games where the players couldn't get focused and the game went all over the place? Because it seems to me that this desire for group unity (which many of us seem to think is unnecessary) must be driven by something.

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On 2/9/2004 at 3:35am, Doctor Xero wrote:
RE: Motivations...

joshua neff wrote: Neil, Doctor Xero, & anyone else who is having trouble imagining such a thing as PCs acting separately while the players act together


I have no trouble imagining it -- I have played in Vampire: The Masquerade
and other competitive RPG playing. I have no trouble envisioning it.

I personally prefer, for myself, with no universal statements about what anyone
else is allowed to prefer, in my own tastes, personally, ~I~ prefer cooperative PC
gaming over competitive PC playing, especially when I am acting as a game master.

For a good example of the sort of situations I try to avoid, take a look at almost
any Knights of the Dinner Table comic book.

It appears from postings that a number of people have trouble imagining that it's
possible for cooperative PC gaming to be enjoyable. Several posts have implied
that competitive PC gamers are more sophisticated and mature or more realistic
than are cooperative PC gamers. I find this either/or rivalry ludicrous, which is
why I write against it.

I have never posted attacks on competitive -- I have posted defenses of cooperative.

If in my growing frustration over being misinterpretted repeatedly, I have expressed
myself with more vigor than some forum people find comfortable, I give them my regrets.

Still, if one more person reinterprets my words as a universalizing attack against
competitive gaming, I'm going to lose a lot of respect for some of the people on this
board.

Doctor Xero

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On 2/9/2004 at 4:18am, M. J. Young wrote:
RE: Motivations...

ross_winn wrote: Can anyone give me any mechanics or elements that reinforce this?

In Legends of Alyria, I think there are two that are significant; there may be others.

First is the Storymap based character generation. No one is creating "my guy"; rather, everyone is working together to create a set of characters who are part of the story that's about to be told. Thus everyone has input into the identity of the hero and of the villain, the sidekicks and the innocent bystanders swept into events--each character is a collaborative effort which is then entrusted into one player, whichever player the group agrees would play that character best.

The second is the use of inspiration and corruption points. At any time, a player can bypass the standard resolution mechanic by spending one of his points--either inspiration or corruption. However, unlike games in which you burn a point to win the contest, these points don't work for you; they work for ultimate good and evil. If you burn an inspiration point, the conflict is resolved in some way (agreed by the group) that makes the world a better place; if you burn a corruption point, the conflict is resolved in some way that darkens the skies a bit. Inspiration and corruption are about the ultimate struggle in Alyria between unicorns and dragons, and not so much about the petty quarrels of people. When you spend one, you give up thought of what your character would want to have happen, and instead place it in the realm of what the group thinks is the good or evil outcome.

With Multiverser, much of what happens stems from things players naturally enjoy. Watching someone else's game is like listening to someone read a story, or watching a movie. One of the things that it took me a while to realize is that running a game with multiple staging like that wasn't as difficult as it sounded, because ultimately everyone was interested in everyone else's game. We gamers tell game stories to each other; if the referee is doing a good job with game flow, we get to watch those stories as they are created. Thus independence stems from this mutual interest in the adventures being created.

Although it doesn't often happen, it sometimes happens that Multiverser player characters become antagonistic toward each other. When they do, it can still be great fun, because what are they going to do, kill each other? That just means that they've been separated for an undetermined length of time, and continue new adventures for a while.

One of our earliest test players created a character who was a space mercenary, a wizard, a martial artist, and an extremely powerful character overall; then, in a twist of fate, he was reborn (it happens once in a great while) as a little girl. She drove her parents insane, quite literally, with her insistance that she was not their little girl, but a space marine who had been to uncounted universes. In a wonderful moment of inspiration, the referee decided that the mother, driven to madness by this, was scriff-infected, becoming a verser; and that finding herself and the child still alive in another universe, she decided that the child was a demon, and her only hope to escape the curse of living forever in these alien universes was to find a way to ultimately destroy that child. Being defeated by the superior opponent, she found ways to empower herself, until she, too, is one of the most powerful characters known in the game--and she pursues him. Whenever she turns up in his worlds, he's gone--he knows she's powerful, and he has to figure out how to beat her before she gets him. It makes for wonderfully fun play; she is the perfect Nemesis for him.

Why wouldn't it still be wonderfully fun play if your perfect Nemesis was played by another player--particularly if neither of you could die, and there would be times when you would be completely isolated from each other so that you could do other things? It seems pretty good to me.

--M. J. Young

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On 2/9/2004 at 4:46am, M. J. Young wrote:
RE: Motivations...

I cross-posted with Doctor Xero.

I hope that I have not been taken either as attacking cooperative PC play or as thinking Doctor Xero has been attacking it; I enjoy a good party game, as long as all the players can manage to show up with some regularity. There are several people on this thread expressing different shades of viewpoints, and it's easy for comments to be misdirected or misattributed; that's a mistake, not an attack.

If I may, I'd like to comment on one point.

Doctor Xero wrote: For a good example of the sort of situations I try to avoid, take a look at almost any Knights of the Dinner Table comic book.

KoDT is a wonderfully funny strip; however, I think most of us agree that it represents dysfunctional gaming. Those fictional characters are attempting to play in a PC-cooperative fashion, and fail to do so because they have individual objectives and ideas about what matters in their games. No one wants to have play like that, generally speaking; everyone wants to avoid it. However, since the KoDT group is playing a game in which cooperative PC parties are the rule, they're a perfect example of why such game-demanded character parties don't guarantee player cooperation. What matters is not whether the characters are supposed to be working together, but whether the players are doing so in fact.

Interestingly, there's a theory abroad that Hackmaster as written is not the game, but rather is a prop for the game--that in playing Hackmaster, you're not really supposed to be playing the characters you've created, but rather you're supposed to be playing the stereotypical gamers who are running those characters--the player fighting that you see in KoDT is supposed to be the roleplaying that happens in Hackmaster, as the players take on the personae of stereotypical roleplayers and in deeply immersive play argue with each other about the game they're playing. Thus Hackmaster is perhaps something of a satire of gamers, not a game of interplayer conflict.

PC cooperation does not ensure player cooperation, and PC conflict does not create player conflict.

I respect your preferences; cooperative play is wonderful. I think your view of the alternative is warped, however. Cooperative play by players in creating an adventure in which some players are controling villains and others are controling heroes is not divisive.

This, in fact, is the way we've always played; it's just that it's always been three, or seven, or twenty, or fifty, against one. The referee is one of the players; if he's creating and providing the villains, that's not different in kind from having any other player do so.

--M. J. Young

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On 2/9/2004 at 5:28am, joshua neff wrote:
RE: Motivations...

Doctor Xero--

I don't think anyone here is saying "non-party" games are better than "party" games. I like both--I love superhero teams & pulp adventurer teams. When it comes to swords & sorcery, I love the friendship between Fafhrd & the Gray Mouser. What I (&, I believe, the others) are saying is that "party" is not the default for RPGs, nor is it necessarily something that should be pushed. If the gaming group wants to have the PCs all as one happy group, fine. If not, that's fine, too. I don't see either as inherently better than the other. Nor do I see "non-party" as inherently less competitive or "back-stabby"--I've certainly played in enough "party" games in which one or more players did their best to compete with other players. As MJ pointed out, there's a huge difference between dysfunctional play & "non-party" play, & "non-party" doesn't push dysfunctional anymore than (in my experience) "party" pushes cooperation & camaraderie.

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On 2/9/2004 at 9:59am, contracycle wrote:
RE: Motivations...

greyorm wrote:
But, if the reasons competition in RPGs is labelled as negative do not hold true for similar activities (wargaming, cards, boardgames), then the reasons for the labelling in our community need to be seriously examined as well.


Yes. One of them I'd venture is a much lesser need to create an SIS which commands consent. All the boardgames, by contrast, are external OBJECTS for which consent necessarily exists already.

And secondly, yes: thats why its a distinct entity from those games. People may choose to take it up as an acitivity for precisely these reasons.

MJ wrote:
KoDT is a wonderfully funny strip; however, I think most of us agree that it represents dysfunctional gaming.


Dysfunctional because it is competitive.

I say again: there is no meaningful competition in healthy RPG. The model as it stands locates competitiveness in Gamist step on up, but if players are stepping on up to each other, with all the consequent posturing and rubbing faces in it after the decision, then this is an unhealthy KODT-like dysfunctional game. In fact, players step on up not against each other but as part of the team AS PLAYERS, even if their characters are nominally conflicted.

And pardon me for banging this old drum but until the obfusctaory term "competition" is divorced of its ideological apologetics and a more precise term deployed, we will keep coming around this circle. I've lost time of how many objections have been raised that RPG is almost universally cooperative play, followed by the inevitable talking past each other and the rationalisation that competion somehow means something other than it says. At the very least, this shibboleth does not help.

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On 2/10/2004 at 9:14pm, Doctor Xero wrote:
intelligent critiques

Intelligent discussion requires the willingness to critique and to be critiqued.

I hope that people in this forum feel free to critique my comments, with intelligence
and/or humor, or to share thoughts inspired by my comments, and that I may be
allowed to do the same.

However,

when you critique what I write, critique what I write -- don't "put words in my mouth"
and then critique me for those words falsely ascribed to me.

When I preface my comments with "personally" and then make only comments about
my individual preferences, don't reverse my words and then critique me for allegedly
making universal comments. Comments on one's personal preferences are the opposite
of universalized comments.

When I write about "PC (player-character) competition" not about player competition,
don't misread player-character as player and then claim I've written about player
competition and critique me for alleged comments I'd never made.

Making certain we critique ~only~ what another poster has actually written is a good
practice in general. It promotes intelligent discussion.

Making certain we critique ~only~ what another poster has actually written is a good
practice in general. It keeps topics from devolving into one party reiterating what he/she
said while the other party ignores the reiteration and continues to critique based
on perpetuated misreading.

As for this topic, after six apparently futile posts, I've given up on damage control to
clarify what I had actually written as opposed to the words repeatedly put in my mouth.

I post the above only so that future readers of this topic will know that I commented on
my own personal preferences and on player-character competitive play, never on
universals and never on player competitive play (except for one post about what often
happens when competitive players and cooperative playing groups clash).

My sympathies to ross_winn for having his topic derailed by this.

Doctor Xero

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On 2/10/2004 at 10:36pm, Ron Edwards wrote:
RE: Motivations...

Hello,

Ross, it's your call whether to close this thread or not. Let me know.

Best,
Ron

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On 2/12/2004 at 8:58pm, Doctor Xero wrote:
RE: Motivations...

I am reluctant to post again here, but I found something in another thread which seemed all-too-pertinent.

Mike Holmes wrote: The social contract causes the competition to be honest.

http://www.indie-rpgs.com/viewtopic.php?t=9741

It's important to recognize how critical that social contract is.

Cooperative groups have cooperative play as part of their social contract.

Competitive groups have competitive play as part of their social contract.

Groups of players who cooperate while their player-characters compete
also have this as part of their social contract.

The damage occurs when competitive players new to a group ignore
pre-existing social contracts which specify cooperative play only.

The damage occurs when cooperative players used to playing
competitive player-characters ignore pre-exisiting social contracts which
specify cooperative player-characters only.

(Similar damage occurs when cooperative players used to playing
cooperative player-characters ignore pre-existing social contracts which
specify cooperative players should play competing player-characters.)

As always, I am not in any way addressing whether one style is superior
to the other.

I am addressing only the importance of adhering to the social contract --
and the dangers to a group when one doesn't.

Doctor Xero

Forge Reference Links:
Topic 9741

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On 2/12/2004 at 10:36pm, Christopher Kubasik wrote:
RE: Motivations...

Hey, Doctor. Welcome to the Forge.

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On 2/13/2004 at 2:16am, joshua neff wrote:
RE: Motivations...

Absolutely, DX. And I'm sorry if I misinterpreted some of your posts before.

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On 2/13/2004 at 2:59am, Christopher Kubasik wrote:
RE: Motivations...

Wait a minute! No, no, no! I was being SNARKY!

For God's sake.... The man just encapsulated the basic understanding of how social agenda is vital to character motivation -- an encapsulation and understanding that everyone else in the discussion already possesed -- and raises it like its the bloody Grail! Excuse me?

Josh, you didn't misrepresent anything! If you look back at the Doctor's post on pages 2 and 3 of this thread, you will Dr. X constantly conflating PC's working against each other as leading directly to players fighting each other. It's right there in the posts. Go read them again.

Here's one magic trick I found with little effort:

"I personally prefer, for myself, with no universal statements about what anyone else is allowed to prefer, in my own tastes, personally, ~I~ prefer cooperative PC gaming over competitive PC playing, especially when I am acting as a game master. For a good example of the sort of situations I try to avoid, take a look at almost any Knights of the Dinner Table comic book."

The fact that he "personally" doesn't like styles of play where PCs are competative has nothing to do with the fact that he somehow elides competive PCs into the fighting, annoying players from KotDT. How was such a counterintuitive leap possible? Only Dr. Xero knows -- and that's why everybody kept going to bat against him.

This was always the issue: not whether or not he liked a certain style of play, but his insistant, sometimes explcit, sometimes implicit, joining of PCs working at cross-purposes with a competition beween players. And, moreover, not only competetion between players, but, by dragging in KotDt and other concerns, equating people playing competative PCs with crude, obnoxious and annoyingly abusive players.

You interpreted his statement absolutely spot on until the top of page 4 when he took out the concerns about players fighting and left it as saying, "I don't like games where PCs fight." Well, bully for him. But it was a little late in the discussion to let all of his concerns about the behavior of the *players* slip away without comment. If he had wanted to back-pedal a bit, fine. But he should have said something, like, "I realize I've been overstating my case..." Or perhaps he hadn't noticed he'd been overstating his case. Either way, it was on his head.

When he finally acknowledged that there are permutation possible, some workable, some unworkable, between combinations of PC and Player cometition, he only reached a conclusion that everyone else here already has. Hence, "Welcome to The Forge."

The fact the he seemed really revitalized to have found this treasure, after already high-handing everybody with lectures about how to communicate when his own communication had become slippery, at best. This is a man who in his first post on the dangers of PC / Player rivalry says, "and/or" in terms of combination, but it's just my taste. Then in the following post wrote, "I have to agree with RDU Neil about the destructiveness of games which encourage backstabbing. I've seen seven gaming groups ruined by players who used these games as excuses for ill treatment of friends camoflauged as friendly rivalry." Later he wrote, "the notion that gaming groups can be ruined when certain players decide to engage in sneaky PC behavior or outright PC treachery while playing in a gaming group where such PC behavior violates accepted parameters of group behavior." Every post suggesting there are very enjoyable ways of having the PCs work at a cross purpose where constantly shuffled under the rubric of "the notion of gaming groups." He certainly paid lip service to the fact that people might have fun building a group with "backstabbing" PCs -- but the truth is, that's not what anyone else was really talking about. And all efforts to introduce a new point of view on this matter were rebuffed with a general "Well, in my experience, it doesn't work." This despite the fact that the behaviors he was describing (either from the PCs or the Players) didn't at all fit the behaviors everyone was describing.

I truly think this all belongs under my current obsession of "Getting It." Six people say, "No, I don't think you understand what we're talking about." One guy says, "No, I know exactly what you're talking about, stop telling me I'm wrong for not enjoying that style of play."

I mean, here's a quote from the good Dr. "I have no trouble imagining it -- I have played in Vampire: The Masquerade and other competitive RPG playing. I have no trouble envisioning it." Is the playing style of Vampire *anything* like Alyria? Nope. But Doc's played the nonsense that can be V:tM, and so knows he's not going to like that.

The fact that he never once entertained the possibility that, no, he really didn't fully get what everyone was saying (and agreeing upon) and approach the conversation with curiosity instead of digging trenches was annoying enough. And then had the gall to come back and lecture people on how to disagree with him because it was just his opinion that he didn't like games that turned players into the characters form KotDT. And then shows up with a treasure from Mike that certainly wasn't news to anyone here -- but he felt somehow was finishing his point...

No. I was being snarky, sarchastic, and no one owes the man apology.

Christopher

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On 2/13/2004 at 4:09am, Doctor Xero wrote:
RE: Motivations...

Christopher Kubasik wrote: Here's one magic trick I found with little effort:
"I personally prefer, for myself, with no universal statements about what anyone else is allowed to prefer, in my own tastes, personally, ~I~ prefer cooperative PC gaming over competitive PC playing, especially when I am acting as a game master. For a good example of the sort of situations I try to avoid, take a look at almost any Knights of the Dinner Table comic book."
The fact that he "personally" doesn't like styles of play where PCs are competative has nothing to do with the fact that he somehow elides competive PCs into the fighting, annoying players from KotDT.

You do perform a good magic trick at transforming my words into something else, Chris.

How you can choose to misread my writings this way is beyond me, Chris, and more than a little offensive.

In the example you chose, I went out of my way to point out that these are purely personal tastes, and then I provided an example of the situations which ~I~ avoid -- nothing more. Nowhere do I state that this example is representative of any type of competitive or cooperative play!

So why do you choose to attribute such a ridiculous conflation?

That you choose to infer it does not mean that I implied it, Chris. It really only seems to indicate that you are going out of your way to find excuses to find your own interpretations even when they don't exist.

Christopher Kubasik wrote: This was always the issue: not whether or not he liked a certain style of play, but his insistant, sometimes explcit, sometimes implicit, joining of PCs working at cross-purposes with a competition beween players.

Your choice to infer does not mean I implied it, Chris.

That's why I always used the tag "PC" to specify which kind of competition I was referencing.

The sort of subliminal implications you accuse me of are not my style, Chris, and you will find they are out of character in comparison to my other postings on The Forge.

Christopher Kubasik wrote: Then in the following post wrote, "I have to agree with RDU Neil about the destructiveness of games which encourage backstabbing. I've seen seven gaming groups ruined by players who used these games as excuses for ill treatment of friends camoflauged as friendly rivalry." Later he wrote, "the notion that gaming groups can be ruined when certain players decide to engage in sneaky PC behavior or outright PC treachery while playing in a gaming group where such PC behavior violates accepted parameters of group behavior."

I was going to point out counter-examples to your strange assertions, Chris, but you've done it for me.

Thank you.

Christopher Kubasik wrote: The fact that he never once entertained the possibility that, no, he really didn't fully get what everyone was saying (and agreeing upon) and approach the conversation with curiosity instead of digging trenches was annoying enough.

With some of the examples you gave in your post, Chris, you contradict yourself here. No, I demonstrated repeatedly that I understood what others were saying. However,

I simply found it annoying that words were being put in my mouth. So I tried to set the record straight. If I erred in being too stubborn about this, I apologize to anyone I inconvenienced, but stubbornness is less offensive than putting words into other people's mouths (as you have done here yet again, Chris, with your phantom implications and the illusory joinings you claim to find).

I have no idea why you choose to do this, Chris, but I'd prefer you stop.

Doctor Xero

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On 2/13/2004 at 4:11am, Christopher Kubasik wrote:
RE: Motivations...

Okey-dokey.

Christopher

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On 2/13/2004 at 4:17am, Doctor Xero wrote:
RE: Motivations...

joshua neff wrote: And I'm sorry if I misinterpreted some of your posts before.


Actually, I've just realized I've made one serious mistake.

I have just gone through the posts on this topic painstakingly, and in every case it was Chris Kubasik who misread -- repeatedly and consistently -- my posts.

You and M.J. may have made minor miscommunications, but that happens all the time, and it's nothing any of us should become worked up about. I make minor miscommunications as well, and I hope you won't hold those against me.

Only Chris Kusbasik kept putting words in my mouth and then criticizing me for the things I'd never said.

With this realization, I apologize to everyone else for generalizing the actions of this one individual to the entirety of those who posted on this topic and for letting my frustration seep into some of my postings on other topics.

And my sympathies to Ross for the derailing of his topic.

Doctor Xero

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On 2/13/2004 at 4:43am, Christopher Kubasik wrote:
RE: Motivations...

Wow, Doc, by the time you were complaining about everyone putting words in your mouth I had made one, and only one, post about your statements.

Yet somehow they echoed "repeatedly and consistently" throughout the thread.

My words have the power of Moses.

I am a lucky man.

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On 2/13/2004 at 4:49am, Rich Forest wrote:
RE: Motivations...

Er, Christopher, Dr. Xero... you guys do both realize this has gotten a bit out of control here, right? I'm not Ron or Clinton, but I don't think there's anything constructive to get out of this conversation at this point, at least without a bit of a cooling off period first.

Rich

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On 2/13/2004 at 4:51am, Christopher Kubasik wrote:
RE: Motivations...

Roger,

I'm gone.

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On 2/13/2004 at 10:27pm, Doctor Xero wrote:
RE: Motivations...

You're right, Rich.

I'm finished setting the record straight for whoever peruses this thread ten years from now,
and I intend to avoid if possible ever taking part in something like this again.

See you in other threads where this doesn't happen! ^_^

Doctor Xero

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