The Forge Reference Project

 

Topic: Characterization vs Deep Character
Started by: Jack Spencer Jr
Started on: 2/18/2004
Board: GNS Model Discussion


On 2/18/2004 at 1:53am, Jack Spencer Jr wrote:
Characterization vs Deep Character

Ron Edwards in GNS and other Matters of Roleplaying Theory wrote: Character: a fictional person or entity.

However, this fictional entity is made of two distinctive element that is 1) reliably repeatable and 2) a fundamentally useful distinction.

Characterization

"Characterization is the sum of all observable qualities of a human being, everything knowable through careful scrutiny: age and IQ; sex and sexuality; style of speech and gesture; choices of home, car, and dress; education and occupation; personality and nervosity; values and attitudes"

We're pretty familiar with characterization. Most, if not all of the information on a character sheet is characterization: stats, skills, classes, races, equipment (in some cases), advantages, disadvantages, mental traits, quirks, and a decent chunk of any background if not the whole thing.

Characterization is a very important part of Character. It's what makes a person unique. It can also be complex. James Bond has a complex characterization. He is suave, debonair, well-spoken, attractive. However, the “00” in his number indicates he has a license to kill. He may be doing it for Queen and country, but he is still an assassin, a cold-blooded killer. This contradicts his smooth manner, making Bond a character with dimension.

Deep Character

Deep Character “... is revealed in the choices a human being makes under pressure”

“Pressure is essential. Choices made when nothing is at risk mean little. If a character chooses to tell the truth in a situation where a lie will gain him nothing, the choice is trivial, the moment expresses nothing. But if the same character insist on telling the truth when a lie would save his life, then we sense honesty is at the core of his nature”

Deep character strikes at the moral core of the character. Is he courageous or a coward? Is she honest or a liar? By making meaningful decisions, the deep character shows through.

Also, these decisions the character makes also drives the story. Deep character helps make the story happen. As the character makes these decisions, what they decide steers the flow of events.

Furthermore, as the character continues to make these decisions, revealing deep character and steering the flow of events, a deeper meaning is built, a universal human truth that applies to how we live our lives. This is sometimes called a premise.

Narrativism is prioritized exploration of deep character.

Portions in "quotes" taken from Story Substance, Structure, Style, and the Principles of Screenwriting by Robert McKee © 1997

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On 2/18/2004 at 2:28am, Paganini wrote:
RE: Characterization vs Deep Character

Jack,

In a word, yes! Although I would disagree with your statement that Bond is a multi-dimensional character. A character that is described *only* by Characterization is flat - almost by definition, given your terms. In order for a character to not be flat, Deep Character must be observed.

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On 2/18/2004 at 2:56am, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Paganini wrote: Although I would disagree with your statement that Bond is a multi-dimensional character. A character that is described *only* by Characterization is flat - almost by definition, given your terms.

Actually, not to be cryptic, but I really didn't go into dimensions of character and don't want to get into it just yet. Not in this thread, anyway.

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On 2/18/2004 at 5:17am, M. J. Young wrote:
RE: Characterization vs Deep Character

No, I still disagree.

I think you can develop characters with "deep character", and crush them against these kinds of issues and conflicts, and still do simulationist exploration of character. You can even do gamist exploration of character in such situations, although it's a bit tougher--but think of Spiderman, when he had to choose between the carload of kids and the girl of his dreams. Jack wants that choice to be a proof of moral character, and it is; but in Spiderman's case, he didn't think, "which of these should I save". He revealed his moral character by stepping up to the plate and saying, "how can I save both of them?"

--M. J. Young

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On 2/18/2004 at 5:19am, Paganini wrote:
RE: Characterization vs Deep Character

M.J., I'm not seeing a problem here. How is the Spiderman example not still Deep Characterization?

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On 2/18/2004 at 5:23am, Ron Edwards wrote:
RE: Characterization vs Deep Character

Hi M.J.,

I'm with Nathan on this one. The issue has very little, probably nothing whatever, to do with whether the character "thinks about" his or her decision. What matters is what he or she does.

In fact, Spider-Man is probably the poster child of comics characters whose 1960s storylines emphasized the kind of pressure that Jack is talking about.

And Jack, here's my call: "deep" terminology or not, what you're describing in my terminology is already accounted for - Character-based Premise, as described in both of the relevant essays.

Best,
Ron

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On 2/18/2004 at 5:50am, talysman wrote:
RE: Characterization vs Deep Character

Paganini wrote: M.J., I'm not seeing a problem here. How is the Spiderman example not still Deep Characterization?


he's saying it *is* Deep Characterization, but it's Gamist, not Narrativist. because the player's decision is how to get the best outcome (save both) rather than play out a moral choice.

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On 2/18/2004 at 9:57am, Silmenume wrote:
RE: Characterization vs Deep Character

I do so hate to come across as a complete idiot, but is the vasic argument running through this thread that Deep Character cannot be explored in Sim?

I believe, like the falacy that shown with the internal causality being the sole province of Sim that the notion that Deep Character as the sole province of Nar will also be shown as a falacy.

There is absolutely nothing in Sim that prevents Deep Character from being explored. I do, however, agree with the basic idea that Narrativism prioritizes Deep Character Exploration. The advantage of Nar is that Deep Character Exploration is built right into the system. But that only makes Nar a convenient to do so, not the only place to do so.

Aure Entaluva,

Silmenume

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On 2/18/2004 at 1:57pm, Caldis wrote:
RE: Characterization vs Deep Character

M. J. Young wrote: No, I still disagree.

I think you can develop characters with "deep character", and crush them against these kinds of issues and conflicts, and still do simulationist exploration of character. You can even do gamist exploration of character in such situations, although it's a bit tougher--but think of Spiderman, when he had to choose between the carload of kids and the girl of his dreams. Jack wants that choice to be a proof of moral character, and it is; but in Spiderman's case, he didn't think, "which of these should I save". He revealed his moral character by stepping up to the plate and saying, "how can I save both of them?"

--M. J. Young


But if he can save them both it's not a choice. The choice comes in when he realizes that there is no possible way to save both, then he must make a choice which happened in the comic book version of the story and Gwen Stacy died (IIRC).

Silmenume wrote: I do so hate to come across as a complete idiot, but is the vasic argument running through this thread that Deep Character cannot be explored in Sim?


I dont think so but I do see where it does conflict, or rather spill over into narrativist territory.

Jack Spencer Jr. wrote: Furthermore, as the character continues to make these decisions, revealing deep character and steering the flow of events, a deeper meaning is built, a universal human truth that applies to how we live our lives. This is sometimes called a premise.


So if you explore these deep questions about human nature you are creating a premise, and if you are free to make any choice about that premise you are addressing it and the game has turned narrativist. By giving the player the power to decide what happens his own beliefs and spin on the situation comes into the picture making in inherently his own comment.

The simulationist approach to such a situation where it came down to choice would be to have a mechanism in play to determine what the character does, something that keeps the players beliefs and interpretation of the events out of the way as much as possible. The player should have no more choice in the outcome than they do when entering combat. So in the Spiderman example he would be rated on different values, Love girlfriend 5, protect innocent 6, and then the dice would be consulted to see what he does.

Deep exploration possible in sim? Sure but if you dont have the mechanics to seperate the players values from the decision then it really becomes narrativism. The players choice is inherently going to be coloured by their own take on the situation

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On 2/18/2004 at 3:19pm, Paganini wrote:
RE: Characterization vs Deep Character

talysman wrote:
Paganini wrote: M.J., I'm not seeing a problem here. How is the Spiderman example not still Deep Characterization?


he's saying it *is* Deep Characterization, but it's Gamist, not Narrativist. because the player's decision is how to get the best outcome (save both) rather than play out a moral choice.


Oh! M.J., is that right? If so...

Well, so what? I still don't see a problem. What Jack is calling Deep Character is basically what Ron calls Premise / Theme. As Ron constantly insists, Premise / Theme can be present in *any* mode of play. Theme can exist without Narrativism. But Narrativism cannot exist without theme.

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On 2/18/2004 at 3:31pm, Paganini wrote:
RE: Characterization vs Deep Character

Caldis, close, but not quite.

Caldis wrote:
Jack Spencer Jr. wrote: Furthermore, as the character continues to make these decisions, revealing deep character and steering the flow of events, a deeper meaning is built, a universal human truth that applies to how we live our lives. This is sometimes called a premise.


So if you explore these deep questions about human nature you are creating a premise, and if you are free to make any choice about that premise you are addressing it and the game has turned narrativist. By giving the player the power to decide what happens his own beliefs and spin on the situation comes into the picture making in inherently his own comment.


Not exactly. What you say is true, in that these are requirements for Narrativism. But more than that, it's not Narrativism unless the players themselves are choosing to address the Premise because it is somehow important or interesting to them as people. This is the Story Now part of the picture. Without Story Now you've just got thematic Sim (or Gam).

Caldis wrote:
The simulationist approach to such a situation where it came down to choice would be to have a mechanism in play to determine what the character does, something that keeps the players beliefs and interpretation of the events out of the way as much as possible. The player should have no more choice in the outcome than they do when entering combat. So in the Spiderman example he would be rated on different values, Love girlfriend 5, protect innocent 6, and then the dice would be consulted to see what he does.


This is way off. Creative Agendas are about real people, not Technique. The players might very well be able to make the choice in a Sim game. In fact, lots of people play freeform Sim in just this way. They make decisions based on *what is plausible* given the Exploratory context. "What would my guy do? How would the environment behave? What would happen here?" The Premise / Theme may still be interesting to the players, but they don't have the same emotional investment in how it turns out. It's interesting for it's own sake, and should turn out the way it *would* turn out.

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On 2/18/2004 at 3:45pm, Ron Edwards wrote:
RE: Characterization vs Deep Character

Hello,

Those are all excellent points, Nathan.

Pendragon offers a good example of facilitating rather strong thematic characters while maintaining, in my view, a commitment to Simulationist play.

What makes it especially relevant to this thread is that, in Pendragon, you have the choice when faced with a difficult of decision of (a) simply rolling vs. the character's personality trait to see what he or she does, and (b) choosing what he or she does, but checking the trait that you're invoking, which contributes to changing your trait scores.

Best,
Ron

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On 2/18/2004 at 5:11pm, Ian Charvill wrote:
RE: Characterization vs Deep Character

The character vs characterization was one of the things that struck me most from Story. It's one of the few bits I remember with any clarity (my memory is that I liked it a great deal, but was rather disappointed by McKee's actual screenwriting credits).

My memory of McKee's text vis Deep Character is that it focusses on precisely those moments that would underscore narrativist Premise. They are the crunch moments when a character's ethics would be tested. McKee also - and I'm aware how shaky my reminiscence might be here - also asserted that essentially Deep Character is defined by when a character would betray themselves. You're a honest cop who'd never take a bribe - Deep Character is really revealed by the moment when you'd bend the rules.

Ron, this ties in with stuff you've said in the past about in narrativist play the expectation is that the Paladin would break his code - and the interest of the group is in the moment when.

Perhaps Jack can back up my rather vague memories with some actual textual citations from McKee?

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On 2/18/2004 at 9:44pm, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Hi, Ian.

My memory of McKee's text vis Deep Character is that it focusses on precisely those moments that would underscore narrativist Premise. They are the crunch moments when a character's ethics would be tested.

Correct. At least, as per my understanding.
McKee...also asserted that essentially Deep Character is defined by when a character would betray themselves. You're a honest cop who'd never take a bribe - Deep Character is really revealed by the moment when you'd bend the rules.

Sort of. The reasoning goes something like this.

People don't always know themselves. Sometimes we think we do until we are tested. An example McKee gives is Rick in Casablanca Near the begining he says "I stick my neck out for no man." and the audience thinks "Not yet, Rick, not yet. Just you wait."

So, looking at your honest cop deal. He is an honest cop, or thinks he is and most of the time probably acts on this belief. But put him in a situation that test this.

Say he's young and married to a law student. Money's tight but they get by. But she accidentally gets pregnant. Now they're having trouble getting by.

The cop and his partner get a domestic disbute call. The wife accuses the husband of molesting their infant child. The cop goes to check out the kid with the husband while his partner stays with the wife. Under the baby blankey he finds a huge brick of cocaine on the infant's chest. Our cop starts by saying that you should leave that there because the child might chew on the edges. Ah, you're right, officer. We should be more careful says the husband taking out a large wad of cash and starts peeling off several hundred dollar bills.*

Now we'll see if our cop is as honest as everybody thinks he is. Sure money would be tempting to anyone, but he has a real need for the money to get his little family on more solid financial footing.

I would say "betray yourself" is a little strong. It's more like testing what you think you know about yourself. It probably also ties in to character dimension which McKee defines as "contradiction: either within deep character ([Macbeth] guilt-ridden ambition) or between characterization and deep character (a charming thief)." But I'm not sure.

side issue made small because it is unimportant:
"my memory is that I liked it a great deal, but was rather disappointed by McKee's actual screenwriting credits"

True. I am not aware of any credits to his name, but he does have a list of works written, directed or produced by his students on the back of the book. Truth be told, I don't like all the movies/tv shows listed.


*This example is listed from Rising Sun by Michael Crichton. This situation is trimmed down to non-existant in the film version.

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On 2/18/2004 at 10:44pm, cruciel wrote:
RE: Characterization vs Deep Character

Paganini wrote: Not exactly. What you say is true, in that these are requirements for Narrativism. But more than that, it's not Narrativism unless the players themselves are choosing to address the Premise because it is somehow important or interesting to them as people. This is the Story Now part of the picture. Without Story Now you've just got thematic Sim (or Gam).


I'm going to have to agree with Caldis here. It seems to me that trying to distinguish Sim|Char and Nar|Char often wanders into statements that imply Nar is more intentional, such as the above. I think often people are trying to draw a distinction between Nar|Char with a lot of Author stance and Nar|Char with a lot of Actor Stance, then calling the Actor stance Sim, but I digress.

With GNS we infer motivation (at least I do), but we only measure behavior. If they are addressing the Premise, then it's Nar, regardless of choice, interest or intent. We can then infer (at least I will) interest, because someone keeps doing it.

I had this realization while driving to class today about why an instance of play is looked at for determining agenda. Your statistical deviation is smaller the greater your sampling size. Now, this doesn't change my previous opinion at all - an instance of play is needed for recognizing patterns. It's just that adding a mathematical purpose to something gives it more meaning for me. Maybe I'm alone, but I thought I'd share.

Anyway, the point is that a single behavioral observation that indicates Premise addressment doesn't tell us much. However, if a player consistently addresses Premise across a lengthy play instance, then our statistical deviation shrinks - the chance that that player is playing Nar increases and hence our inference of motivation becomes more accurate.

Sorry, I've wandered a lot to make my point. Jack's distinction is important for identifying what is Nar|Char and what is not. This distinction is quite possibly the biggest thorn in Sim's side. The distinction may imply something lacking in Sim, but at least it implies it exists.

Deep character is Premise loaded Character, pushed into moral conflict. If the player continually drives toward this then that's Nar. Plain and simple the way I see it.

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On 2/18/2004 at 11:11pm, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Ron Edwards wrote: And Jack, here's my call: "deep" terminology or not, what you're describing in my terminology is already accounted for - Character-based Premise, as described in both of the relevant essays.


True enough. It's nothing new but a slightly different angle. However, while going back through the essay today, read this:


• A possible Narrativist development of the "vampire" initial Premise, with a strong character emphasis, might be, Is it right to sustain one's immortality by killing others? When might the justification break down?

• Another, with a strong setting emphasis, might be, Vampires are divided between ruthlessly exploiting and lovingly nurturing living people, and which side are you on?



This seems to be one of our disconnects on the topic. What you see in deep character is the first bullet point. However, I see deep character is being explored with the second bullet point as well. The origin of the premise may be the setting, but it's brought swiftly back to deep character with "which side are you on?"

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On 2/19/2004 at 2:02am, Silmenume wrote:
RE: Characterization vs Deep Character

Premise is a question that has an A or B response, yes or no. The implications of the answer can be found in the question itself. Such a question cannot be effectively posed until placed in a situation. Here’s the deal. Once placed in a situation, how the premise got there looks no different from any GNS perspective, it is just a difficult situation. How the player responds is important as his behavior implies motivation (CA). If the player sticks to the A/B parameters of the implied question in the situation then he is purposefully addressing the implied question – he has an interest in it. He is addressing the premise question that was built into the situation/conflict.

A Simulationist would not be interested in the A/B response only but seeks to the deal with the conflict in the situation in a way that best reflects his character. In other words the Sim player is not interested in the question, and thus ignores it by not answering yes or no but instead focuses on resolving the situation in a manner that best reflects the Deep Character of his character.

Both responses reflect a Deep Character revealing choice that became possible because of a difficult situation that required a decision. The same could be said of Gamist play.

The point is that Creative Agenda only says what we want to get out of play, not what must or can happen in play. Deep Character Exploration is not CA specific. However Deep Character Exploration is prioritized in Nar.

Aure Entaluva,

Silmenume

edited - some serious grammatical problems - sheeeesh!

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On 2/19/2004 at 6:52am, Caldis wrote:
RE: Characterization vs Deep Character

Paganini wrote:

Not exactly. What you say is true, in that these are requirements for Narrativism. But more than that, it's not Narrativism unless the players themselves are choosing to address the Premise because it is somehow important or interesting to them as people. This is the Story Now part of the picture. Without Story Now you've just got thematic Sim (or Gam).


Yet how can this be when the premise is not necessarily known? How does someone choose to focus on something that doesnt necessarily exist at this point, nor is it formally verbalized at any point. How does a sim player decide whether a slave owning character for example, has experienced enough to change his values and set his slaves free without bringing in the players own understanding of human nature and the issues at hand? If he makes the decision he can not possibly decide that this is what the character would do with out expressing his own bias and thereby showing how he's chosen to address the premise.

For at least that single instant where the player makes the decision he's addressing the premise and therefore playing narrativist. This doesnt mean he cant play the rest of the session simulationist, and certainly if that instant of decision wasnt gripping or exciting to him then it wont be his priority and he wont persue a more narrativist play style.

I believe Ron's model already allows for different modes of play to show up throughout any gaming session. When it comes down to these moral questions that's exactly what happens, narrativism takes over as long as the player has choice just as it's hard not to root for your character in a gamist fashion when combat takes place.

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On 2/19/2004 at 7:32am, M. J. Young wrote:
RE: Characterization vs Deep Character

Yes, I'm saying that exploration of character, even deep character, can happen in gamist-prioritized play.

Jack threw up the example of the man forced to choose between saving his wife and saving his daughter; he said that pressures like this reveal "deep character". Granted. He further said that they are always narrativism in action, that in fact they are definitive of narrativism.

I say that they are not; that what he is calling "deep character" may be part of simulationist or even gamist play.

I don't think the spiderman example is substantially unlike his example; now we're going to turn it into game play. The movie doesn't exist; none of us have seen it. Rather, I am playing Spiderman. The Green Goblin throws this problem at me: am I going to save Mary Jane, or the kids?

Now, it looks like I have a moral question with only two answers; that's what the Green Goblin wants me to think. That's probably what the referee wants me to think. I'm supposed to be asking myself, which one will I save? (Like the audience in the movie, that was the question going through most minds, I'd wager.)

I recognize, however, that these are not the only choices. I could

• Abandon the kids and save Mary Jane;• Sacrifice Mary Jane to save the kids;• Sacrifice both of them for the chance to get the Green Goblin;• Do nothing at all;• Risk losing everyone by trying to save them all.


That is not less a moral choice on my character's part, certainly. Indeed, whatever he chooses is going to reflect what Jack is calling "deep character". However, as a player, what now goes through my head is that I can do this--I can end run the referee's clever little plot and save everyone. It's risky, and I might fail, but I think that the odds are good enough that I can save them all. I'm going to step up to this challenge and prove that I'm good enough to do this.

I have indeed examined and revealed the deep character of my character Spiderman: he takes the risk that he might lose everyone in the hope that he might save everyone. At the same time, while I'm doing this exploration of character by revealing his deep character, I am playing gamist. I'm trying to beat the referee's clever little problem and prove that I can outplay the challenge.

If I succeed, everyone cheers, because I did it. This is thoroughly gamist play, despite the fact that deep character is part of what has just been explored.

By contrast, I could have decided that Mary Jane and the kids were reasonable losses if I could get the Green Goblin, and gone for him, let the innocents fall, and nailed the Goblin. That, too, would be gamist play, and it also would have been an exploration of character which revealed deep character--it would have made the statement that my version of Spiderman will sacrifice innocents, even those dear to him, to get the villain.

Jack wants to say that you can't explore deep character without prioritizing narrativism. I'm quite happy to admit that such exploration of deep character is most commonly narrativist; I'm not willing to say that it's never gamist nor simulationist.

--M. J. Young

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On 2/19/2004 at 10:55am, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Caldis wrote: Yet how can this be when the premise is not necessarily known? How does someone choose to focus on something that doesnt necessarily exist at this point, nor is it formally verbalized at any point.


I had been wondering this myself, actually. Ron has been saying all along that the premise need not be conciously stated. This has been confusing the piss out of me for years. How is it possible to focus on something that is not conciously stated? I was pretty much done with the whole GNS thing altogether until through rereading McKee it clicked. Deep character is only visible when the protagonist makes meaningful decision, decision when under pressure that reveal the moral core of the character. This pretty much describes addressing premise from the essay. So, to me at least, that's how you can prioritize something without conciously expressing it. By prioritizing exploration of where it actually happens, deep character.


MJ,
Jack threw up the example of the man forced to choose between saving his wife and saving his daughter; he said that pressures like this reveal "deep character". Granted. He further said that they are always narrativism in action, that in fact they are definitive of narrativism


Um... mind point out to me where I said that? Because I don't rememeber nor could I find it scanning both threads quickly. I hate it when people quote me and I don't recall saying it.

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On 2/19/2004 at 1:09pm, Caldis wrote:
RE: Characterization vs Deep Character

Paganini wrote:
Caldis wrote:
The simulationist approach to such a situation where it came down to choice would be to have a mechanism in play to determine what the character does, something that keeps the players beliefs and interpretation of the events out of the way as much as possible.


This is way off. Creative Agendas are about real people, not Technique. The players might very well be able to make the choice in a Sim game. In fact, lots of people play freeform Sim in just this way. They make decisions based on *what is plausible* given the Exploratory context. "What would my guy do? How would the environment behave? What would happen here?" The Premise / Theme may still be interesting to the players, but they don't have the same emotional investment in how it turns out. It's interesting for it's own sake, and should turn out the way it *would* turn out.


Isnt Story Now essentially just a technique? Yet it is linked exclusively to narrativism. The same is true with mechanics for determining moral choice, if one is just interested in seeing what would happen if this character were in this situation then roll the dice and consult this chart, the hard core simulationist player is fine with that. Where most peoples preference lies however is somewhere in between. They want to have a say in the characters choice, to make a statement based on their understanding of the character and human nature about how the character will react in this situation.

What makes it especially relevant to this thread is that, in Pendragon, you have the choice when faced with a difficult of decision of (a) simply rolling vs. the character's personality trait to see what he or she does, and (b) choosing what he or she does, but checking the trait that you're invoking, which contributes to changing your trait scores.


This to me is the game designer offering a choice based on preference, do you want to see what would happen or do you prefer to decide based on your feelings about the decision in question, he's allowing for either creative agenda to be in place.

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On 2/19/2004 at 2:26pm, Ron Edwards wrote:
RE: Characterization vs Deep Character

Hi Caldis,

No, Story Now is not a Technique. It is a Creative Agenda, which is to say a social and creative priority. It is synonymous with Narrativism.

One of the Creative Agendas = Narrativism = Story Now.

Also, my claim about Pendragon is that both of the techniques available to the player are consistent with the immensely sophisticated Simulationist thrust of this game.

Best,
Ron

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On 2/20/2004 at 1:17am, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

M. J. Young wrote: I'm quite happy to admit that such exploration of deep character is most commonly narrativist; I'm not willing to say that it's never gamist nor simulationist.


Quite right. Hence why I started putting "prioritized" in there. Instances of deep character exploration may be what helps make "story later."

"Prioritized" was always implied, but somewhere in the middle of the old thread I decided that I probably had best start typing it, as in narrativism is prioritized exploration of deep character.

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On 2/20/2004 at 2:12am, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Silmenume wrote: A Simulationist would not be interested in the A/B response only but seeks to the deal with the conflict in the situation in a way that best reflects his character. In other words the Sim player is not interested in the question, and thus ignores it by not answering yes or no but instead focuses on resolving the situation in a manner that best reflects the Deep Character of his character.


Leaving aside that I don't agree with the A/B thing (look at MJ's Spider-Man example: save a cable car full of kids or save the woman he loves. A or B? Spider-Man said "both") But leaving that aside for a minute, from the Story Now essay:
Ron Edwards wrote: 3. Issues of "consciousness" in terms of Premise are collectively a complete red herring. People daily address Premise without self-reflecting, both as audience and authors. There's no special need to say to one another, "This is the Premise" in order to be playing Narrativist. Laws' term "conscious" and my "mindful" only refer to the attention to and social reinforcement of the process - not to self-analytical or abstract discussion about the content.


Also, if exploration of deep character is prioritized in play, then the premise will be addressed. It is not possible to do one without the other because they are the same thing seen from different angles.


Side note:

There may be some confusion about morals and values being mistaken for deep character exploration. McKee's definition of Characterization again, with emphasis:

"Characterization is the sum of all observable qualities of a human being, everything knowable through careful scrutiny: age and IQ; sex and sexuality; style of speech and gesture; choices of home, car, and dress; education and occupation; personality and nervosity; values and attitudes"

Some things that may look like the moral core of deep character is actually characterization. Ian actually nailed this above with the honest cop who takes a bribe. "Honest" being characterization but in the deep character, he takes the bribe

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On 2/22/2004 at 7:24am, Silmenume wrote:
A Nar Premise Question is an A or B situation.

I actually think that sticking to the A/B response is a defining characteristic action of Narrativist play.

How the premise question is put into play shades the answer, and the question can be asked many different way thus creating greater subtly to the theme, but in a given moment of premise question crises, the player if he wishes to address premise as a goal, must choose from the yes or no (or A/B) choices given to him in the question.

Ron Edwards wrote: Is the life of a friend worth the safety of a community?
Does love and marriage override one's loyalty to a political cause?
Is it right to sustain one's immortality by killing others?
Vampires are divided between ruthlessly exploiting and lovingly nurturing living people, and which side are you on?


At the instance the premise situation comes up for the player in a Narrativist game, the player must choose between the two choices available in that particular circumstance. By choosing to ignore the two possible responses the player is in effect choosing to ignore the premise question.

Unless what I am inferring is wrong, all premise questions are asking the types of questions who’s required answers are in contention with one another. This does not necessarily mean the theme will be simple for the same question can be asked under a thousand different circumstances with each response adding the complexity or subtlety of the theme.

The Spiderman example used earlier is misleading because we don’t know exactly what the premise question was. Unless I am deeply mistaken the question as indicated wasn’t even structured as a premise question, just a situation.

The Green Goblin throws this problem at me: am I going to save Mary Jane, or the kids?

I think a more premise like form of the above would be –

Is the life of one worth more than the life of many?

Now you introduce the Situation with the premise hovering over it and the player, if he is interested in addressing the premise, will restrict his actions to those that directly respond the question. It is not a matter if the player can out think the premise, but what answer he will give. Yes or no. A or B. Choosing “both”, “neither,” or anything other than yes or no denies the question itself.

Aure Entaluva,

Silmenume

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On 2/22/2004 at 1:46pm, Jack Spencer Jr wrote:
Re: A Nar Premise Question is an A or B situation.

Silmenume wrote: The Green Goblin throws this problem at me: am I going to save Mary Jane, or the kids?

I think a more premise like form of the above would be –

Is the life of one worth more than the life of many?

The problem with the Spider-Man example is we're looking at a single event in the movie and by breaking this event down we're confusing the issue. Premise is seen over an instance of play which is at least a full session if not several sessions.

So, taking the movie as an instance of play, the premise question would probably be something like "With greater power comes greater responsibility. Now that you have power, what are your responsibilities and how do you fullfill them?"

The Green Goblin tries to force Spider-Man to make a choice. SPider-Man thinks "These people are all in danger because of me. It's my fault and I have to try to fix that." The funny thing is, this scene doesn't answer the premise question as strongly as the very end of the movie when Mary Jane finally loves Peter and he says they can't be together. He gives up finally having the woman he loves because he realizes that loving him would mean danger for her. He answers the premise question and reveals his deep character that he is a hero who is will to make great sacrifices to protect others, and not just physical sacrifices.

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On 2/23/2004 at 8:59pm, Silmenume wrote:
RE: Characterization vs Deep Character

I'll buy your take on the whole Spiderman movie topic, but it was something of a sidetrack. I discounted the example given because it was a situation, not a premise question. Again I assert that all premise questions are yes/no (A/B) situations. That is part of the nature of the premise question in a Narrativist game, a very difficult situation that must be answered in the two options implicitly allowed, though more solutions may be possible.

In Narrativism, as I understand it, the important thing is the question. So important that the players will willingly forego better solutions, if they are available, to stick to the two implicit solutions so as to answer the question. Even if this violates character integrity. Obviously I think most Nar games would structure their elements so as to minimize such conflicts between the character integrity and premise solutions, but Nar does prioritize the question over character integrity if need be. Something has to take precedence. If character integrity takes precedence over the premise question then the player is no longer prioritizing Nar play, or at least for that moment.

How can one tell if the player is not addressing the premise quesiton? By not sticking to the two possible implicit outcomes.

That's my thesis and I'm stickin' to it! ... unless proved otherwise.

Aure Entaluva,

Silmenume

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On 2/23/2004 at 9:16pm, Ron Edwards wrote:
RE: Characterization vs Deep Character

Hello,

Two implicit outcomes, Jay? Sounds a little arbitrarily limited to me. I list four in Sorcerer, and that's because I'm considering only one of many, many possible qualifying variables. If you consider the dual-Humanity concept I introduce in Sex & Sorcery, things multiply again.

I'm pretty serious about this. Nothing about "problematic human dilemma" implies black-and-white thinking.

Best,
Ron

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On 2/23/2004 at 10:45pm, cruciel wrote:
RE: Characterization vs Deep Character

Silmenume wrote: In Narrativism, as I understand it, the important thing is the question. So important that the players will willingly forego better solutions, if they are available, to stick to the two implicit solutions so as to answer the question. Even if this violates character integrity. Obviously I think most Nar games would structure their elements so as to minimize such conflicts between the character integrity and premise solutions, but Nar does prioritize the question over character integrity if need be. Something has to take precedence. If character integrity takes precedence over the premise question then the player is no longer prioritizing Nar play, or at least for that moment.


I'm the mighty quibbler!

I'm gonna say that it's the statement that's important, like "love conquers all". How many questions and answers are used to get there can vary wildly. I would normally blow off such a minor distinction (as an distinction that doesn't really exist), but I think the A/B choice thing needs to die a horrible death.

As far as character integrity goes, there are a couple of fully Nar options I'd like to throw out. One with overt control over the final shape of the theme, and one that's more stealth. Both refusing to compromise character integrity.

1) Preservation of character integrity by manipulation of circumstance. You never have to choose Char over theme, if you put the character in situations that address theme. This is real easy for an author, and harder for a roleplayer without something resembling Director stance.

2) Character integrity driven by a theme. This is pretty simple, actually. The character has a certain set of values, beliefs or motivations that he makes decisions by. If those morals are tested by conflict, if they shape the course of the story, then whamo Nar.

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On 2/24/2004 at 3:38am, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

Thanks, Ron, Jason.

BTW Where the hell did "character integrity" come from? It's not part of the topic and I fail to see how it applies.

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On 2/24/2004 at 3:43am, M. J. Young wrote:
RE: Characterization vs Deep Character

Let me jump in to agree that narrativism is not about black and white either/or decisions between two points, and that the Spiderman example is relevant to that.

In Star Trek, they introduced the Kobiashi Maroo (I think it was)--a test for cadets which had no solution, all of your options are closed, and you are going to die now, so what are you going to do? It's supposed to be a test of character. I'm not sure what other cadets generally did, but at one point Kirk was asked what he did, as the only person ever to have solved it. His answer, as you probably know, is that he reprogrammed the simulation to create a way out--because he doesn't believe in a no-option situation.

That tells us a lot about the character; it is an answer to the question, very like Spiderman's answer to the Goblin. The Goblin says, is the life of one person you love worth more or less than the lives of many innocents you don't even know? Which will you choose? Spiderman's answer is, I don't believe I have to make that choice; I can save the one I love and the innocents, or I can at least attempt to do so. He has in fact made a moral statement which could be interpreted as narrativist--would be narrativist, if that's why he made it (although as previously stated, could well be gamist if the player's thinking was, "watch me beat this scenario").

Narrativism is about making statements about the premise because the premise interests us. Spiderman made a statement about the premise. If he did it for that reason, it's narrativism. He doesn't have to choose between the two things offered; he has to make a statement about the question.

--M. J. Young

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On 2/24/2004 at 2:18pm, Ron Edwards wrote:
RE: Characterization vs Deep Character

Hello,

I'm beginning to think this thread has played out its topic. Does anyone really, really need to say something more? Going once, going twice ...

Best,
Ron

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On 2/24/2004 at 9:05pm, Jack Spencer Jr wrote:
RE: Characterization vs Deep Character

May be, Ron. It seems that I still have not articulated the concept sufficiently for more than a handful of people to get what I'm talking about. Perhaps We'll try again if I figure out a better/different way to express it.

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On 2/29/2004 at 1:43am, Noon wrote:
RE: Characterization vs Deep Character

M. J. Young wrote: *snip*
That is not less a moral choice on my character's part, certainly. Indeed, whatever he chooses is going to reflect what Jack is calling "deep character". However, as a player, what now goes through my head is that I can do this--I can end run the referee's clever little plot and save everyone. It's risky, and I might fail, but I think that the odds are good enough that I can save them all. I'm going to step up to this challenge and prove that I'm good enough to do this.

I have indeed examined and revealed the deep character of my character Spiderman: he takes the risk that he might lose everyone in the hope that he might save everyone. At the same time, while I'm doing this exploration of character by revealing his deep character, I am playing gamist. I'm trying to beat the referee's clever little problem and prove that I can outplay the challenge.

*snip*


Actually, not really. You've taken spidermans dilemma, and used it like a wrench to bang in a nail.

Lets say its not spiderman, lets say its some character we don't know so well, and then look in his mind at this point. Now, he gets to the dilemma, and perhaps we think he'll start evaluating what he loves. No, in fact he starts to strategise some overall win tactic. It's clear he just wants to win, that's whats important to him, what he loves...no other love comes before it, apparently.

So this character treats it all like a game. He's like people in real life who treat life like a game, playing chicken or whatever.

As a player, your meta game agenda might be to beat the refs little plan, but doesn't stop your choices reflecting a character. When you rescue mary jane, maybe she wont cheer. She'll turn on you, because of the way you treated it like just like a carnival side show, to be glibby played to win. His tactics clearly showed it. 'Was that all thats important to you?', she asks.

Its shown that no love comes before that love of winning. You might want to step away yourself and play some other game then come back latter and say 'no, really he did it because he loved this and this'. But really you don't get to step away and do something else, everything you do reflects character. This is less 'doing some gamism and displaying character that isn't influenced by that gaming', and more showing a character that loves to win, but when its over pretends to mary jane that no, winning wasn't important, it was her as well as X, Y and Z. A bit of a liar that character, perhaps?

Then again, he might be able to hide his love of winning in his tactics, making it look like other loves came first (I love freedom, and other cliches). But with the synergy between PC and player mind set, is it really so?

EDIT: I didn't notice the auction was basically over, but I think I atleast added something that I hadn't read in previous pages. Sorry, regardless.

SECOND EDIT: Ah, I hope no one read what I wrote for my previous second edit...I was mistaken. I shouldn't read join dates as post dates.

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