The Forge Reference Project

 

Topic: Narrativism is Exploration of Character
Started by: Jack Spencer Jr
Started on: 2/15/2004
Board: GNS Model Discussion


On 2/15/2004 at 4:49pm, Jack Spencer Jr wrote:
Narrativism is Exploration of Character

Narrativism is exploration of character.

Whoa, Nelly! Let me explain.

In old episode of the Simpsons:

Lisa is depressed than usual about her looks. After failing to cheer her up, Homer goes to Moe's. A commercial for the Little Miss Springfield Pageant comes on the TV. He sells his Duff Beer blimp ride ticket for the pageant entrance fee.

The characterization of Homer Simpson is a dimwitted buffoon. By selling the blimp ticket, he proves that beneath that, he is a caring parent who will sacrifice anything for his daughter's happiness.

Check this out:

"Jessie just got out of prison, but while he was in the slammer he boned up on finance and investment, so he's an expert on stocks, bonds and securities, He can also breakdance. He's got a black belt in karate and plays a mean jazz saxophone.”

Sound like a RPG character, doesn't it? But I got it out of a book. It's what a producer once told an actor was a muti-dimensional character. However, this character is flat as a pancake. This is all just characterization. Characterization are any observable traits of the character: manner of speech, style of dress, age, race, education, carreer, etc. But Characterization is like a mask that we all show the world. Deep character or true character is what's behind the mask. True character is only observable by having the character make decisions while under pressure.

Since Aristotle's Poetics, there has been a debate in storytelling over which is more important, plot or character? Aristotle believed that plot was more important. Many since then, believed that character is more important than plot. But the debate is false. Character, deep, true character is plot.Much of the debate is due to confusing character with characterization. True character is only visible when the character makes decisions under pressure. This is what's shown in the Simpsons example, and probably why the producer was trying like a madman to make deep character from characterization. He did not realize it was invisible until the character is under pressure. When the character makes decisions under pressure, it makes the story happen. Because Homer decided to sell his blimp ticket, the plot of the show went this-a-way. If he had decided not to, not only would it have revealed a very different deep character but the plot would have gone that-a-way. Deep, true character is plot. Plot is character.

Therefore, Narrativism is exploration of character. Deep, true character. Not to be confused with the Simulationist exploration of characterization. Premise is important, but premise is more like the frying pan. The meat is the character. You can cook anything in a frying pan, but depending on the meat you're cooking, it's going to turn out differently You cannot address the premise without bringing out the deep character. Premise is, in Egri's words, the distilled meaning of the story. This meaning helps guide the storytelling, but it is not the storytelling. You make a story by exploring the deep character.


”My current kick is: a PC's decisions matter much more than her capabilities.”
Otherkind by Vincent Baker

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On 2/15/2004 at 5:57pm, james_west wrote:
Re: Narrativism is Exploration of Character

Jack Spencer Jr wrote: True character is only observable by having the character make decisions while under pressure. ... Therefore, Narrativism is exploration of character.


Two thoughts on this:

(1) It's more or less right.

(2) It might be confusing, if it were the first thing you came across when discovering the concepts. As a rephrasing, it definitely needs some caveats about who's making the decisions, and when they're made. If Homer had a stat 'Selflessness' that he had to roll on when he encountereted the situation, then things would become less clear cut.

- James

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On 2/15/2004 at 6:21pm, Sean wrote:
RE: Narrativism is Exploration of Character

Jack -

I don't agree.

Narrativist play can involve exploration of character, and will probably involve it as a central feature of play in character-centered narrativism, but it doesn't have to.

Exploration of character can serve the creative agenda of both Gamist and Simulationist play.

So - exploration of character is neither necessary nor sufficient for Narrativism. So the 'is' of your title seems tendentious at best.

Two further thoughts on this:

1) Setting-centered narrativism, like that of the Dying Earth RPG, seems an important counterexample to your claims. Characters in this game are more or less interchangeable, and the narratives produced revolve around the setting instead. Is narrativist, many kinds of exploration of character are out of place given the kind of narrative the game ought best to produce.

2) What is the nature of a player's interest in the exploration of the character? Is the character an object of speculation or a story-creating agent? Sometimes the answer appears to be 'both', which is where your thesis is strongest and where I think many Narrativist-leaning players actually find themselves happiest. But I know a few players (myself early in high school among them) who only care about the 'object of speculation' part, and others who don't care at all about their characters except as tools for making cool stories. The latter I'd still characterize as Nar, but the former seem pretty solidly Sim to me - it's the Dream they're interested in above all.

Best,

Sean

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On 2/15/2004 at 6:37pm, Jack Spencer Jr wrote:
RE: Re: Narrativism is Exploration of Character

james_west wrote: (2) It might be confusing, if it were the first thing you came across when discovering the concepts. As a rephrasing, it definitely needs some caveats about who's making the decisions, and when they're made. If Homer had a stat 'Selflessness' that he had to roll on when he encountereted the situation, then things would become less clear cut.

I'm not quite sure what you're getting at, James. I'm not sure what's confusing here. I don't quite get the "Selflessness stat" example. the Story now essay:"Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances" I suppose a "selflessness stat" could work for some who have no intention of making the decisions themselves. But I'm not quite sure what you're getting at. Can you clairify?


Sean:
Jack Spencer Jr wrote: Narrativism is exploration of character. Deep, true character. Not to be confused with the Simulationist exploration of characterization.

Sean wrote: Is the character an object of speculation or a story-creating agent? Sometimes the answer appears to be 'both', ...

What I did in my original post is take an ax and split what we've been calling character into these two things. Characterization being all the observable traits of a character, being what is mostly explored in Simulationism, and deep or true or just plain character which is what lies behind the characterization. I make this split because it seems to be reliably repeatable when examining character and a useful distinction.

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On 2/15/2004 at 6:44pm, Sean wrote:
RE: Narrativism is Exploration of Character

Jack -

I don't think that answers my objection. I can be interested in having my character confronted with difficult choices and deeply morally charged circumstances in order to serve the sole purpose of finding out more about that character. Focus on exploration. If I don't care about the moral challenge except as it reveals more about my character, and if I don't give a rat's ass whether an even remotely interesting story is produced out of such a challenge, then it's not Narrativist-leaning play.

Best,

Sean

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On 2/15/2004 at 6:48pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Oops. My edit cross-posted. Sorry.

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On 2/15/2004 at 7:17pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Sean wrote: I can be interested in having my character confronted with difficult choices and deeply morally charged circumstances in order to serve the sole purpose of finding out more about that character. Focus on exploration. If I don't care about the moral challenge except as it reveals more about my character, and if I don't give a rat's ass whether an even remotely interesting story is produced out of such a challenge, then it's not Narrativist-leaning play.

Hmm., let me try a different tactic, because what you've described here still sounds like it to me. I hestitate to call it Narrativism just yet, but it is still exploration of deep character. In dealing with moral choices, you will still address a premise--which need not be specifically defined to be Narrativism. So that's not a contridiction. The bit about not wanting to produce a interesting story out of this is a bit trickier. That is how you produce an interesting story. Prioritizing exploration of the deep character will do this. Past that, I don't know what to tell you.

However, I haven't played Dying Earth. Do you know of a good actual play thread or perhaps can summarize what goes on so I may understand what you mean?

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On 2/15/2004 at 7:43pm, Bankuei wrote:
RE: Narrativism is Exploration of Character

Hi Jack,

Character, deep, true character is plot.Much of the debate is due to confusing character with characterization. True character is only visible when the character makes decisions under pressure.


I agree wholeheartedly. Conflict serves as a means of exposing deep character. That is why Kickers, SAs and Scene Request rules in rpgs are very empowering. While a lot of people got all up in a bunch about Narration rights as techniques for facilitating that level of player input, a lot of people forgot about the power of introducing conflict as the other half of it.

And in terms of Deep Character exploration=Nar, basically, by exposing deep character, you ARE making thematic statments. That's what meaningful decision is about. A meaningful decision is made by the player, through the character, so in a sense, you are making a statement regarding the premise, regarding the character, and regarding yourself through Author Stance.

Chris

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On 2/15/2004 at 8:13pm, Christopher Kubasik wrote:
RE: Narrativism is Exploration of Character

Jack,

As far as I'm concerned, you're right on the money.

This is a thought I had recently: Nar play is about the *internal* struggle of a character. Which choices the PC makes during play is what produces story.

Sim and Gamist play revolve around struggles, and often produce "story", but the struggles are *external*. The internal life isn't really touched on.

Sean,

I think your statements only reflect back what Jack and I would call Nar play. Now, you may not want to call it Nar play -- and who the hell am I to tell you what to call what you play. But if explroring the premise, whether through a character or through a toaster, for whatever reason (to explicitely explore the premise or simply because your grooving on PC who is exploring Premise) and you're making such exploration a priority -- it's Nar play. Remember, the players don't have to have the Premise of the game taped to their foreheads for all the other players to see and be reminded of during the course of the game. It's the addressing of, and prioritizing of Premise that makes it Nar. Jack's point is, and I've extended it, is if we're prioritizing the internal battle of a character, we've got Nar play, because then we've got internal choices going on, and that means we're addressing a premise.

As to your point that if you're not worried about making a story (rat's ass or not), it's not Nar play... That's just off the map. That's not a definition of Nar play. Addressing a Premise as a priority is.

I think Jack's nailed it clean and simple.

Christopoher

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On 2/15/2004 at 8:31pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Hi, Chris.

Like the narrativism essay, I think the issue of stance is neither here nor there as far as this goes.


Hey, Christopher K. (just to keep it clear who I'm addressing here)

Thanks. Most of what I've said here comes almost directly from Story by Robert McKee. An excellent rescource for anyone, and the book the Jessie example came from.

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On 2/15/2004 at 8:32pm, John Kim wrote:
RE: Narrativism is Exploration of Character

Sean wrote: 1) Setting-centered narrativism, like that of the Dying Earth RPG, seems an important counterexample to your claims. Characters in this game are more or less interchangeable, and the narratives produced revolve around the setting instead. Is narrativist, many kinds of exploration of character are out of place given the kind of narrative the game ought best to produce.

OK, I'm only vaguely familiar with the Dying Earth RPG. What makes it Narrativist? According to Ron's Narrativism essay, "making stories" is unrelated to Narrativism -- it can be a part of any GNS mode. So if it is about making stories about the setting without involving probing moral choice by the characters, then it should be considered Simulationist. On the other hand, there does seem to be some debate over this point -- so maybe you disagree with the idea that making story is independent of GNS?

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On 2/15/2004 at 9:19pm, Sean wrote:
RE: Narrativism is Exploration of Character

The Dying Earth RPG nails Premise to Setting rather than Character, or at least that's what I tend to see, inspired somewhat by some unfinished conversations with Ron (as well as some asides in his essays).

John, if you had said "without involving moral choice by the players" (instead of characters), I would agree with you - but a game does not have to be heavy into exploration of character, or even involve moral choice by the characters, to accomplish this. What it has to do is have a group of people collaborating to play in a way that addresses moral questions (premise, 'story', whatever - I don't think those questions matter here). You can do this with little or no exploration of character involved, and I think that the Dying Earth RPG could be enlisted to produce just this kind of play, though my experiences with the game have been more of the 'exuberant adolescent' variety. Whether it's 'story' or 'premise' or 'morally charged theme' or whatever that you're addressing through play, this does not require identification with your character, nor even any especially deep exploration of characters beyond what they contribute to the addressing of premise. I think characters can be mostly props in Narrativist play. (And in the other two broad creative agenda.)

Christopher - I believe that I've focused on heavy exploration of character in games with different GNS priorities. But I don't see what's incoherent about a player wanting to explore character just to find out more about that character, who's not interested in addressing premise (again - I really think the 'story' vs. 'premise' thing is a red herring in this discussion). He (or she) likes a narrativist-leaning GM because the GM puts his character in 'tough situations' that make him 'really think about what his character's like', but doesn't care at all about how his decisions address premise, or make story, or whatever - he's just interested in getting to know his character as well as possible, to discover as many things about his character as possible. So here the GM's Narrativist agenda (challenge player with situations premise-rich or pregnant with narrativist possibilities, or whatever) is serving the player's Simulationist agenda (discover as much about my character as possible), but it doesn't follow that they're trying to get the same thing out of the game. One sort of frustration that can come out of this kind of mismatch is that the Sim-leaning player makes decisions that are disappointing from the point of view of addressing premise or making story, because he's just not thinking about what would be cool or interesting - he's trying to do what he thinks the character would really do.

I am, of course, trying to analyze some of my own past experience in the above paragraph. On the other hand, I think I've gotten it pretty right, and in any case I don't see what's wrong with the conceptual possibility I describe even if I'm wrong about my own play.

I'm also pretty sure that I've played in games where everyone had a pretty explicit Narrativist agenda, so I'm not worried about me 'not really being Nar' or anything dumb like that. This is a theory thread, so I'm just holding out for what I think the theoretical possibilities are. I think that what Jack describes is probably symptomatic of the most common and maybe even the most enjoyable form of Narrativist play. I just think that you can have a hard-core focus on Exploration of Character which is stimulated by but not motivated by addressing of Premise (which is Nar at the service of Sim, hence Sim), and that you can have hard-core conscious addressing of premise in which characters are only a relatively unimportant part of the imaginative space in which this is taking place.

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On 2/15/2004 at 10:03pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Hey, Sean

If I'm not mistaken, the bone of contention here seems to be at what point does it become Nar and at what point does it become Sim, right?

I'm not sure what you mean by "identification with your character" but as far as "especially deep exploration of characters" what does "especially deep" mean? I don't think it needs to be very deep. Just something past the mask of characterization. The Homer Simpson example isn't especially deep, only took a few minutes of screen time, and was little more than the payoff for a subplot. (And has been largely ignored in future episodes as new writers come in keep the buffoon characterization and don't show anything past that)

One sort of frustration that can come out of this kind of mismatch is that the Sim-leaning player makes decisions that are disappointing from the point of view of addressing premise or making story, because he's just not thinking about what would be cool or interesting - he's trying to do what he thinks the character would really do.

Funny, because even in Nar it should be "what the character would really do" I mean if it don't play like that, if the motivation is like Hitchcock's "Because I tell you to" then it plays false. So this is not a distinction at all, because both need that.

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On 2/15/2004 at 10:15pm, Sean wrote:
RE: Narrativism is Exploration of Character

Hmm. Interesting. I don't even agree with that, Jack.

If 'what the character would really do' is a tool at the service of narrative plausibility, a springboard for ideas for how to address Premise, then yeah, that's Nar.

But if 'what the character would really do' is a fundamental constraint on action - if the question you're asking is 'what would this character do?', period, without any concern for how the character's action addresses premise, or for the way that that decision is going to make for a more interesting story - then I'd say it's Sim.

The question I ask here is one about the goals of play. 'Addressing premise' or 'making story' or whatever has to be a goal of play (conscious or otherwise) for it to be Nar play. I think. If that's right, then you don't necessarily hammer down too hard on the 'what would this character really do?' question. Rather, to me at least, it's 'what can this character do to create story (address premise, etc.), right here and right now, in this game?'

Probably there are cases where it's vague which of these two is going on (the borderline you refer to), which is why you have to look at broader segments of play sometimes to figure out what people's preferences are.

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On 2/15/2004 at 11:23pm, cruciel wrote:
RE: Narrativism is Exploration of Character

Jack Spencer Jr, repeating what creative writing books all over the world are saying! (Jack, please note, I'm being facetious. I think your observation is dead on.)

*****

Sean wrote: If 'what the character would really do' is a tool at the service of narrative plausibility, a springboard for ideas for how to address Premise, then yeah, that's Nar.

But if 'what the character would really do' is a fundamental constraint on action - if the question you're asking is 'what would this character do?', period, without any concern for how the character's action addresses premise, or for the way that that decision is going to make for a more interesting story - then I'd say it's Sim.


You have to take 'what the character would really do' a step deeper to unearth the CA at work. You have to ask, 'why does the player think this is what the character would really do?' Then you'll get the CA, and you might find all sorts of answers related to the character's beliefs at this level, and hence probably find yourself a Nar agenda.

*****

I'd like to touch on Premise from Setting. I've been trying to classify a certain behavior of mine. My characters tend to be built as a general personality and concept, then I develop everything else about them from their culture and strata. I've got characters that are six years old and I barely know anything about their background. However, they still seem (I'm told) very realistic, and theme is definitely being addressed in the Explore:Char sense - it's just being drawn from a well developed cultural frame of reference instead of personal background. This is Setting and Character at work, supporting a theme, and ultimately leading to deep character.

That's my take on Premise from Setting. The Setting contributes to the Character, and the Character is the player's vehicle for creation of theme.

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On 2/16/2004 at 12:02am, Sean wrote:
RE: Narrativism is Exploration of Character

Cruciel wrote:

'why does the player think this is what the character would really do?'

One possible answer: Because it displays the maximal degree of logical consistency with previous decisions made by the character and the description of the character previously written down. If that's not Sim, I don't know what is.

Another possible answer: Because it's what, given the player's overall sense of what the character is like as a functioning element within a narrative whole, would best address premise, or carry the story they're using the character to make forward in the coolest way, or whatever. Narrativism.

Probably lots of people think that they're choosing on the first ground when they're actually choosing on the second. Maybe this is because they think choosing on the second ground is somehow less reputable, even though many of them would have/are having way more fun when they choose that way. Maybe in turn they think that because they were taught mistakenly that (1) was the 'right' way to role-play. All that may well be true, but it doesn't mean the first decision-type doesn't exist.

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On 2/16/2004 at 1:04am, M. J. Young wrote:
RE: Narrativism is Exploration of Character

I'm weighing in with Sean here.

I agree with Jack that this deep exploration of character is one of the typical hallmarks of narrativism, but I think it goes to far to say that it is narrativism, and Sean is right that it goes too far in both directions.

Exploration of character, beyond mere characterization, is quite possible in simulationist play; you can play a game that is entirely about figuring out who this character really is. Play a slaveholder in the antebellum South just to understand slavery from that perspective, and go deeply into his beliefs, motives, and understandings, and you're doing exploration--discovering what this kind of person was like. If you don't go beyond that to attempt to deal with the morality of the situation, you're probably never getting narrativist, even if some of your choices look a little like that and a theme emerges.

Meanwhile, addressing premise can happen in a game in which there are no characters to explore--I'd wager a well-crafted game of Universalis could be built around a premise without ever having anyone explore any character in any depth or detail. I can imagine play in an antebellum setting in which the "character" elements are all political and social and other collective entities struggling over the status of the slaves, in which there is never one single individual who matters to the created events, and yet very deep questions about slavery are asked and answered through play. (Caveat: I've not played it, so I'm going by what I've read.)

Character exploration is a red herring.

--M. J. Young

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On 2/16/2004 at 1:17am, lumpley wrote:
RE: Narrativism is Exploration of Character

I agree with Jack: for Narrativist play to happen at all, the characters absolutely must do what they would do. Violating your character's integrity, no matter how cool, can't address Premise but only sabotage it.

A variable missing from this conversation so far is: which character?

I propose that Narrativist play depends on full-integrity full-dedication full-engagement play of the right characters, where "right" means hooked into conflict across the moral line of your Premise.

A Sim game, then, might be based on full-integrity full-dedication full-engagement play of characters who aren't hooked into any such conflict.

("Full" in full-integrity etc. means "to whatever degree is appropriate for your particular game.")

Potentially, you could build a Narrativist game on the strength of its character creation rules alone.

The Dying Earth, it seems to me, is a case where the bulk of the conflict / moral line / Premise stuff lives in the Setting, not the characters - but the characters absolutely have to be hooked into it for Narrativist play.

-Vincent

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On 2/16/2004 at 1:54am, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

M. J. Young wrote: Exploration of character, beyond mere characterization, is quite possible in simulationist play; you can play a game that is entirely about figuring out who this character really is. Play a slaveholder in the antebellum South just to understand slavery from that perspective, and go deeply into his beliefs, motives, and understandings, and you're doing exploration--discovering what this kind of person was like. If you don't go beyond that to attempt to deal with the morality of the situation, you're probably never getting narrativist, even if some of your choices look a little like that and a theme emerges.


Looking at the slaveholder, now how do you get into his beliefs, motives and understandings? You could listen to what he has to say. Heck, you could even go into his head and thoughts, but this stuff is not deep character either. Why? Because there's no pressure. The pressure is essential. Beliefs untested are not addressing premise.

James 2:18 wrote: But someone will say, “You have faith; I have deeds.”
Show me your faith without deeds, and I will show you my faith by what I do.


Meanwhile, addressing premise can happen in a game in which there are no characters to explore--I'd wager a well-crafted game of Universalis could be built around a premise without ever having anyone explore any character in any depth or detail. I can imagine play in an antebellum setting in which the "character" elements are all political and social and other collective entities struggling over the status of the slaves, in which there is never one single individual who matters to the created events, and yet very deep questions about slavery are asked and answered through play. (Caveat: I've not played it, so I'm going by what I've read.)

Well, in that case you're dealing with multi-character or plural protagonist. As such the entire society acts as a single protagonist, but is a large group. And you can still reach the deep character of these large groups but doing so would still be in the somewhat odd way the whole of play would transpire. A story about republicans and democrats, for instance, would not go like "The republicans went to the story. In the frozen food sections they met the democrats." It just couldn't go the way a story about Sam and Judy would. But I could still see deep character coming out. The deep character of a society.

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On 2/16/2004 at 2:05am, Caldis wrote:
RE: Narrativism is Exploration of Character

Sean wrote: Cruciel wrote:

'why does the player think this is what the character would really do?'

One possible answer: Because it displays the maximal degree of logical consistency with previous decisions made by the character and the description of the character previously written down. If that's not Sim, I don't know what is.


But where does this begin? What about the very first instance where the player has to make a decision based on what the character would do, right there he is creating the characters premise, deciding what this character believes and how they react to moral situations is a huge part of what the character is about. If an instance of play brings up questions about who the character is, and the player is free to decide how the character will act, then that instance of play is narrativism in action.

Now if play in general doesnt revolve around those choices and this element of play is no more interesting to the players than exploring the setting, than the game itself can be sim.

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On 2/16/2004 at 2:10am, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Hey, Vincent

I a little fuzzy by what you mean by "right character" Would you mind dumbing it down a shade for me? ;)

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On 2/16/2004 at 4:22am, Ron Edwards wrote:
RE: Narrativism is Exploration of Character

Hello,

Exploration of Character is Narrativist play ... if you're committed to that mode of play. Which makes the argument, as far as I'm concerned, rather circular.

The only thing that changes that in your discussion, Jack, is your use of the terms "deep" and "true," which sound like value judgments to me and not especially useful for making a point. Why can't a fully Simulationist play-experience be "deep" and "true?"

Note that I'm speaking very far from my own preferences, because experientially I agree with you. But me-the-experiencer (and typically pretty Narrativist-biased) isn't me-the-thinker. The thinker says, "Jack is stating his preferences" and that's that.

Also, I discuss The Dying Earth and the sources of Premise for playing it in the Narrativism essay; I'm not sure why people are confused about that here in this thread. I consider Premise in playing this game (with all provisos about texts vs. play) to arise from Situation.

Sean, you and I discussed this at length at RPG.net as well.

Best,
Ron

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On 2/16/2004 at 11:02am, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Ron Edwards wrote: The only thing that changes that in your discussion, Jack, is your use of the terms "deep" and "true," which sound like value judgments to me and not especially useful for making a point. Why can't a fully Simulationist play-experience be "deep" and "true?"

The reason for the confusion here, and probably the bone of contention that Sean and MJ have is that by calling it "deep" and "true" character sounds like a value judgement, when it is not. It is a descriptive term. It's character in terms of "it will build character" like Calvin's father would always say when his son complained in "Calvin and Hobbes." Those times be unpleasant things, like sleeping in the cold outdoors while camping and such.

The reason why I started this thread is because re-reading McKee I notice his principles for story creation seemed to vary slightly. He still had premise although he calls it the Controlling Idea for two reasons: 1) he find this term a better description of the function 2) he calls the "what if" statement which is part of the initial inspiration for a story premise, as in "the premise of Die Hard is 'What if some high oragnized, skilled, and motivated terrorist take over a building but there's a cop in the building and he manages to escape the initial hostage round-up and becomes a fly in these very determined people's ointment and, get this, he barefooted." This BTW is a usage on the term premise I've more often heard, hence my initial confusion over the term. But I digress.

McKee has premise or controling idea but he doesn't emphasis it as much as turning points, moments when the character must make decisions between irreconsilable goods. This suggests to me that the real meat of it lies in the true character. That is, the part of character that is only visible when you are addressing premiseor controlling idea

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On 2/16/2004 at 2:38pm, Sean wrote:
RE: Narrativism is Exploration of Character

Premise through Situation - right. Those discussions were very confusing to me, Ron - I felt like I saw something that you understood, but I couldn't quite grasp your explanations in that particular case. I think I've got it now though.

Jack, have you read Universalis? I think MJ is right in the sense that that's about the clearest example I can think of where a game could be Narrativist from the get-go without any special emphasis on exploration of character. Dying Earth is a harder example, though I think it's a good one too.

On the flip side, I think that a player could be interested in having a character morally challenged, in having their character's Character explored in a very deep way, without being interested in the story or addressing of Premise coming out of it. This is the hard-core fringe of Simulationist Exploration of Character, Immersive Exploration for its own sake.

Vincent, I guess I can't really agree with you, though what you're saying is true under some interpretations. Let's say that relative to any given situation, there are some actions that are demanded of a particular character given what is known about him or her, some that are ruled out, and a middle set that are optional. In the case of actions that are demanded or ruled out in a strong way, virtually all games, even some of those with a Gamist creative agenda, are going to get messed up a little bit when players go against them. This is because they damage the shared imaginative space in which the creative agenda is being worked out.

But what about that middle set, where you have multiple choices that are consistent with a character, but none necessarily mandated by it?

The Gamist choice is the one that best facilitates Stepping On Up;

Some Simulationists will sit back, think even harder about the character, setting, etc., until they really feel like they know the right thing for the character to do. In thinking this way they are trying to narrow the action space by pushing some of the choices - all of which seemed prima facie consistent with the character - into the 'demanded' or 'ruled out' boxes, and make their choice that way.

Whereas I think a Narrativist will sit back, contemplate their character within the broader arc of the story, consider how they want their character to address premise in that situation, and choose that way.

I think this has a mirror in real life too. Sometimes you take a job because it's the job that best fits you and your nature and desires; sometimes you take a job because it's one that will improve your social standing and resources; and sometimes you take a job because you think you'll be a cooler or more interesting person, or because you think it would be a morally good thing to do to work that job. In the second two cases, we sometimes tend to think the person who doesn't consider their own nature and desires at all is either 'selling out' or 'not being realistic'; but of course not all jobs chosen for reasons of coolness or moral idealism are unrealistic choices for the person in question, and not all jobs that make us more powerful and respected constitute selling out either. In the first case, you're sticking to your guns, trying to be who you think you already are, no matter what; in the other two cases, when those choices are made responsibly, you're deciding that who you are fits the choice well enough that you can satisfy those other values as well. Sometimes this works out great, other times it fails: in all three cases, you grow and change through the decision, and find out better who you are in the process.

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On 2/16/2004 at 2:50pm, Caldis wrote:
RE: Narrativism is Exploration of Character

"Egotism leads to loss of friends", Egri's example of a premise, not a statement of morality but about character. So yes exploration of character leads to narrativism but I do see a little hole for left for Sean's position in here. If we turn that statement into a question, Does egotism lead to loss of friends?, it is looking for a specific outcome the loss of friends. A simulationists question in his exploration of the same character would be what does egotism lead to?

There is a subtle difference there , so subtle I'm not sure they really say different things once play focuses the question on situation. Both have chosen egotism as the focus of their question, and since the premise need not be worked out in advance neither is limited to a specific outcome in actual play.

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On 2/16/2004 at 5:09pm, John Kim wrote:
RE: Narrativism is Exploration of Character

Ron - the Dying Earth example from the Nar essay didn't stand out to me at the time because I wasn't familiar with the Dying Earth RPG. But now that I look at it, I don't see what makes it Narrativist. Below is the section you quote from the game:

Many Dying Earth stories revolve around a closed community, which may be either a small settlement or an isolated workplace. In its isolation, it has developed its own highly-structured, sometimes legalistic, always peculiar rules. Without outside influence, and with the stout enforcement of its codes, the group has survived for a long time. When the protagonist arrives, the locals try to enforce the rules on him, assimilating him into their bizarre system. Instead, the hero ... takes action which utterly disrupts the delicately-balanced harmony of the community. ... the community, the basis of its rules destroyed, collapses.

[now for play]

When creating an adventure, dream up a bizarre rule or activity on which a community's existence depends. Figure out at least one way in which the PCs could wreak havoc on the community by disrupting the activity or subverting the rule.

Then create a reason for the PCs to do so ... [actually, the entire character creation process for this game takes care of this detail - RE]

So bearing in mind that I don't have DE RPG, this quote seems to me to be GNS Simulationist, specifically Participationist. The theme of the story is pre-prepared: the hero will wreak havok on the community. This may happen in many different ways, and the players will all have a hand in this. However, I don't see moral choice on the part of the players. A Narrativist premise might be "Should I let this community survive or wreak havoc on it?" But here it seems a given that the PCs will do so.

lumpley wrote: I agree with Jack: for Narrativist play to happen at all, the characters absolutely must do what they would do. Violating your character's integrity, no matter how cool, can't address Premise but only sabotage it.

A variable missing from this conversation so far is: which character?

I propose that Narrativist play depends on full-integrity full-dedication full-engagement play of the right characters, where "right" means hooked into conflict across the moral line of your Premise.

The phrasing here implies that the Premise is decided on prior to the characters. i.e. So since you have a defined Premise, then you have to make sure that you have the right characters to address that Premise. However, that is a self-imposed limitation. You can instead come up with the character first. Then you come up with adventures which will deeply probe the character. What your Premise is derives from character, rather than vice-versa.

lumpley wrote: A Sim game, then, might be based on full-integrity full-dedication full-engagement play of characters who aren't hooked into any such conflict.

If there isn't any internal conflict -- if there aren't any hard questions to be answered -- then there isn't exploration of character. Nothing more is being learned about who that character is. Maybe the player can fill in the hair color or shoe size during the game session -- but without that conflict, play itself serves no function in the exploration of character. Instead, play is just repeating over and over the same fixed definition of the character. No new territory is being explored.

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On 2/16/2004 at 5:51pm, Ron Edwards wrote:
RE: Narrativism is Exploration of Character

Hello,

Maybe I should clarify: guys, make up your own minds about playing The Dying Earth. There's really not much point to justifying my thoughts about it; you know that what I think is not sacred.

The point is not whether DE is or isn't Narrativist-facilitating. The point is whether Narrativist play is or isn't about Exploration of Character per se.

I don't see much meat in it, so I'll just sit back and let everyone else reveal what I'm missing.

Best,
Ron

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On 2/16/2004 at 8:52pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Sean wrote: Jack, have you read Universalis? I think MJ is right in the sense that that's about the clearest example I can think of where a game could be Narrativist from the get-go without any special emphasis on exploration of character.

I have it around here somewhere. But then, I had already addressed MJ's example. I don't think it contridicts my original statement at all.

On the flip side, I think that a player could be interested in having a character morally challenged, in having their character's Character explored in a very deep way, without being interested in the story or addressing of Premise coming out of it. This is the hard-core fringe of Simulationist Exploration of Character, Immersive Exploration for its own sake.

For some reason, this is a sticking point. I don't know why nor how I can phrase an answer to satisfy.

If you prioritize the exploration of deep character, you will address premise. Being interested or not is not an issue. The premise is still there being addressed. It need not be conciously addressed or even conciously known, but it is still present. Therefore, prioritized exploration of deep character is narrativist play.

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On 2/16/2004 at 9:14pm, Mike Holmes wrote:
RE: Narrativism is Exploration of Character

I agree with Ron, and personally feel that nothing interesting has been said here.

Mike

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On 2/16/2004 at 11:03pm, M. J. Young wrote:
RE: Narrativism is Exploration of Character

Jack Spencer Jr wrote:
M. J. Young wrote: Exploration of character, beyond mere characterization, is quite possible in simulationist play; you can play a game that is entirely about figuring out who this character really is. Play a slaveholder in the antebellum South just to understand slavery from that perspective, and go deeply into his beliefs, motives, and understandings, and you're doing exploration--discovering what this kind of person was like. If you don't go beyond that to attempt to deal with the morality of the situation, you're probably never getting narrativist, even if some of your choices look a little like that and a theme emerges.


Looking at the slaveholder, now how do you get into his beliefs, motives and understandings? You could listen to what he has to say. Heck, you could even go into his head and thoughts, but this stuff is not deep character either. Why? Because there's no pressure. The pressure is essential. Beliefs untested are not addressing premise.


• Ah, but we aren't talking about addressing premise; we're talking about exploring character, and trying to explore that character deeply. Of course, if you're going to say that if you use exploration of character to address premise, you're doing narrativism, that's not arguable; we're objecting to two other points that you seem to be making:

• If you're doing deep exploration of character, you are necessarily addressing premise, and therefore doing narrativism; and• If you are addressing premise, you must be doing so by deep exploration of character.

Those points are objectionable.• Just because you're applying pressure and making choices to explore character more deeply does not mean you are addressing premise. You could create a conflicted situation merely to consider how this character would act. Suppose a slave boy who was your character's primary playmate growing up runs away; that could be fraught with premise, but it could be merely a way of digging into who this character is and how he thinks and why he does what he does.

What makes it narrativism is that the players care about the premise; what makes it simulationism is that the players care about the information. (What makes it gamism is that the players care about personal performance.)


No matter how deeply you explore it, exploration of character and narrativism are not equivalents. Exploration of character is one very powerful way of getting into narrativism, but it is not the only way in, and it does not inevitably lead there.

--M. J. Young

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On 2/16/2004 at 11:46pm, Ron Edwards wrote:
RE: Narrativism is Exploration of Character

Hiya,

Mike, you're over-re-phrasing me a little. I don't think the thread has "nothing interesting" in it. I do think that M.J. pretty much nailed down all the corners on the issue, and I also think that it's perfectly all right for people to work out their ideas through dialogue. No need to dismiss it, eh?

Best,
Ron

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On 2/17/2004 at 12:03am, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

M. J. Young wrote: Ah, but we aren't talking about addressing premise; we're talking about exploring character, and trying to explore that character deeply.

Actually, no. Not explore character more deeply, but explore deep character, a specific trait of a fictional entity.

I thought I had this clear with the Homer Simpson example, so I summarize the example from Story to illustrate the difference between characterization and true character.

Two cars driving down the road side-by-side. One car, a broken down, rusted out, old compact car is driven by a middle aged female illegal alien who, from the buckets and mops in her back seat, works as a domestic. The other, a large BMW is driven by a young, white, male. It isn't too much to reveal he's a doctor, one of the foremost neurosurgeons in the world. Two characters with very different characterization.

Up ahead a school bus crashes and starts to burn. Now we have a chance to see their deep or true character. Do they stop? They both have a reason not to stop. He could rationalize he has skill in his hands that could save lives. She is illegal and probably has a family that relies on her income. But let's say they both stop. Do they actually try to enter the burning bus? Let's say they do. Who do they save before jumping from the bus before it explodes? Does he save a black child or a white one? Does she save a little boy or a little girl?

This of course, is a hypothetical example and not play so it would be difficult to pull a premise from it. But this is to illustrate what I mean by deep or true character and that it is only visible when the character makes moral or ethical choices.

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On 2/17/2004 at 1:06am, John Kim wrote:
RE: Narrativism is Exploration of Character

M. J. Young wrote: Just because you're applying pressure and making choices to explore character more deeply does not mean you are addressing premise. You could create a conflicted situation merely to consider how this character would act. Suppose a slave boy who was your character's primary playmate growing up runs away; that could be fraught with premise, but it could be merely a way of digging into who this character is and how he thinks and why he does what he does.

What makes it narrativism is that the players care about the premise; what makes it simulationism is that the players care about the information.

Doesn't this amount to saying that "just playing my character" isn't Narrativist? This seems to be classifying by motivation -- while Ron has frequently said that GNS is behavioral. i.e. It doesn't matter why one follows Narrativist patterns of play, just that one does so.

Personally, I don't care about addressing moral premise for its own sake -- I care about it because it affords insight into how people think and why they do what they do. Something can address a premise without giving insight into character, but that usually isn't interesting to me. To take an example, I read "Richard Scarry's Please and Thank You Book" to my three-year old. This clearly addresses moral issues, but offers no insight into character.

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On 2/17/2004 at 1:48am, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

John Kim wrote: To take an example, I read "Richard Scarry's Please and Thank You Book" to my three-year old. This clearly addresses moral issues, but offers no insight into character.


Isn't there a difference between any old issue of human existance and a premise?

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On 2/17/2004 at 4:43pm, Ian Charvill wrote:
RE: Narrativism is Exploration of Character

Ron Edwards wrote: Exploration of Character is Narrativist play ... if you're committed to that mode of play. Which makes the argument, as far as I'm concerned, rather circular.


Ron

Point of clarification. You're saying exploration of character us narrativist play. Are you intending to imply there is no sim, exploration of character or merely that narrativist play will always involve exploration of character?

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On 2/17/2004 at 4:58pm, Ron Edwards wrote:
RE: Narrativism is Exploration of Character

Hi Ian,

You're misreading me rather drastically.

I am saying that Narrativist play requires Exploration of Character, and that sometimes it prioritizes it. However, you can substitute Gamist or Simulationist straight into that sentence and those will be correct too.

In other words, I am disagreeing with Jack, or rather, saying that he is presenting a logical circle: "If I want to play Narrativist via primarily Exploring Character, then I will be Exploring Character to play Narrativist."

My answer: Well, yeah. But that's not a feature of Narrativism, that's a feature of any Creative Agenda.

Best,
Ron

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On 2/17/2004 at 5:09pm, Ian Charvill wrote:
RE: Narrativism is Exploration of Character

Cool. The way I was reading it seemed to be far too extreme given the theory in general.

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On 2/17/2004 at 9:06pm, Jack Spencer Jr wrote:
RE: Narrativism is Exploration of Character

Ron Edwards wrote: In other words, I am disagreeing with Jack, or rather, saying that he is presenting a logical circle: "If I want to play Narrativist via primarily Exploring Character, then I will be Exploring Character to play Narrativist."


I would see your point, were it not for the distinction of deep character I've been trying to get across.

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On 2/17/2004 at 10:50pm, Ron Edwards wrote:
RE: Narrativism is Exploration of Character

Hi Jack,

I suggest we take this as a two-part process. There's this thread, in which you've isolated this "deep character" point that you want to make. The best thing to do is to sit back, construct exactly the phrasing about "deep character" that you want to use, and then construct whatever point or inquiry that you want to make about it. Then start a new thread about that. This one, I think is best left with the noble history of generating the issue.

Best,
Ron

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