| author | fabien |
| Wed, 24 May 2006 16:18:26 -0400 | |
| branch | ecjdr |
| changeset 84 | 9d69e746dded |
| parent 81 | 90028d83d4ea |
| permissions | -rw-r--r-- |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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The Internet Home for Independent Role-Playing Games |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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[1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Forge [5]Reviews | [6]Resource Library | [7]Forums |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Simulationism: The Right to Dream |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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by [8]Ron Edwards |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Many thanks are due to Clinton R. Nixon, Paul Czege, Jared A. Sorensen, |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Ralph Mazza, Christopher Kubasik, and Mike Holmes for comments on the |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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manuscript. Several points, key text quotes, and nuances of argument |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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wouldn't be in the article without their input. All inconsistencies or |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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argumentative flaws, on the other hand, may be laid at my door. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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This is the first of three essays about the three GNS modes of |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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role-playing. Each one is about both play and game design, with the |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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former as the basic issue, and each one is intended to develop the |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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points made in my "GNS and related matters of role-playing design" |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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essay. I'm also drawing upon ideas I didn't express in that essay and |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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many, many points of debate at the Forge over the last year. The |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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original essay cleared up a lot of acrimony and misunderstanding that |
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had arisen in the previous years, and I'm hoping that the current series |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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plays an even more positive role in the current context - not only to |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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remove negative connotations and interpretations (which are now much |
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fewer anyway), but to encourage mutual understanding and appreciation |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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among all role-players about all the available modes of play. |
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Each essay isn't a segregated unit only about that one mode. Each will |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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include more general issues, especially if they pertain especially if |
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not uniquely to the mode under discussion, and each one is intended to |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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clarify and develop "GNS and related matters" as a whole. Also, each one |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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concludes with a Hard Question for those who prefer that mode of play. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Each Hard Question is supposed to be interesting on its own, but I hope |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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that the three taken together will be much more than merely |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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"interesting." |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Simulationist role-playing has a great deal of power and potential. In |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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the previous essay, I wrote that it "... is expressed by enhancing one |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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or more of the listed elements [Character, Setting, Situation, System, |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Color]; in other words, Simulationism heightens and focuses Exploration |
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as the priority of play. The players may be greatly concerned with the |
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internal logic and experiential consistency of that Exploration." |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Exploration reviewed |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Obviously the thing to do is to get as clear an understanding of |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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"Exploration" as possible. It's our jargon term for imagining, |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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"dreaming" if you will, about made-up characters in made-up situations. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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It's central to all role-playing, but in Simulationist play, it's the |
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top priority. |
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I need to stop th'flow for a moment to explain some background, though. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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My original notions were mainly laid out in "System Does Matter," my |
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first essay about all this stuff, based on my readings about the |
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Threefold Model proposed in the r.g.f.a. discussion group. At the Gaming |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Outpost, lots of debate ensued about my essay, and eventually a poster |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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called the Scarlet Jester objected to the term Simulationism in terms of |
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its connotations, offering "Exploration" as the replacement - defined as |
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the enjoyment of the "dream" or the imagination as an act in itself. He |
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called his model "GENder" as an alternative to the then-existing GNS. |
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GENder made a lot of sense to me, with one exception: Exploration, to |
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me, seemed to be involved in all of role-playing. I decided to modify |
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GNS severely and "float" the three modes on a "sea" of Exploration. In |
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that context, Simulationist play priorities suddenly made more sense - |
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as I saw it and still do, unlike Narrativist and Gamist priorities which |
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are defined by an interpersonal out-of-game agenda, Simulationist play |
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prioritizes the in-game functions and imagined events. |
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From the introduction to RuneQuest, second edition (The Chaosium, 1978, |
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1979, 1980; specific author for this text unknown; game authors are |
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Steve Perrin, Ray Turney, Steve Henderson, and Warren James): |
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What is a fantasy role-playing game? |
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A role-playing game is a game of character development, simulating the |
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process of personal development commonly called "life." |
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[In fairness, later text in the introduction brings in some adversarial |
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GM/player context that sounds more Gamist, but the above quote is |
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reinforced more often throughout the book's rules and text.] |
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From the introduction of Skyrealms of Jorune, 3rd edition (Chessex |
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Publications, 1992, author is Andrew Leker): |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Is it possible to win at role-playing? The whole idea of role-playing |
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is to have a good time. Players work toward a common goal, often |
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survival, but sometimes helping a friend in need, or accomplishing a |
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task of unquestioned importance. Although there will be no winner or |
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losers in an absolute sense, you will have the satisfaction of |
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watching your character think through challenges, survive |
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confrontations with other races, grow, and develop new skills. |
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[Note the synecdoche: the "whole idea."] |
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From the introduction to Marc Miller's Traveller (1996, author is Marc |
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Miller): |
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... the players' enjoyment comes from identifying with the character |
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and vicariously experiencing the situation with that character, just |
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as the reader of a novel and the viewer of a movie identify with the |
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character ... |
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[The above text is followed by some Impossible Thing Before Breakfast |
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text which will be discussed in the Narrativism essay.] |
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105 |
What's fun or good about that? Simulationist play looks awfully strange |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
106 |
to those who enjoy lots of metagame and overt social context during |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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diff
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|
107 |
play. "You do it just to do it? What the hell is that?" |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
108 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
109 |
However, contrary to some accusations, it's not autistic or |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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diff
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|
110 |
schizophrenic, being just as social and group-Premise as any other |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
111 |
role-playing. The key issues are shared love of the source material and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
112 |
sincerity. Simulationism is sort of like Virtual Reality, but with the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
113 |
emphasis on the "V," because it clearly covers so many subjects. Perhaps |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
114 |
it could be called V-Whatever rather than V-Reality. If the Whatever is |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
115 |
a fine, cool thing, then it's fun to see fellow players imagine what you |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
116 |
are imagining, and vice versa. (By "you" in that sentence, I am |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
117 |
referring to anyone at the table, GM or player.) To the dedicated |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
118 |
practitioner, such play is sincere to a degree that's lacking in |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
119 |
heavy-metagame play, and that sincerity is the quality that I'm focusing |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
120 |
on throughout this essay. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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121 |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
122 |
Sincere shared creativity: all role-playing has to have it. For some, |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
123 |
it's the whole point. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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124 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
125 |
Is the term fatally flawed? |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
126 |
More than once, people have called for abandoning the term "simulation" |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
127 |
in its entirety. Most of the objections arise from connotations of one |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
128 |
sort or another, since it gets used for all sorts of recreational or |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
129 |
applied things. If it's Simulationism, then what's it Simulating, and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
130 |
what form does the resulting Simulation take? |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
131 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
132 |
For better or for worse, this issue has never really struck home for me. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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diff
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|
133 |
My call is that the term is is defined locally and historically, and not |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
134 |
really descriptive as such ("simulating") in nearly any application.
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
135 |
Here's the variety that I see: |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
136 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
137 |
* Simulation in wargaming = historical plausibility ("realism").
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
138 |
* Simulation in computer games = rendering, reaction time. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
139 |
* Simulation in behavioral terms = "let's pretend" in terms of our |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
140 |
expressions, gestures, and voices. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
141 |
* Simulate in emotional terms = related to lying, as in dissimulate or |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
142 |
simulated passion. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
143 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
144 |
Since the term does not carry a single meaning among all the other |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
145 |
contexts, assigning a specific meaning for role-playing just seems to be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
146 |
par for the course and not especially or intrinsically confusing. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
147 |
Hastily added: "to me." Maybe I'm just obdurate. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
148 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
149 |
Taking it role-playing specifically, a new issue arises: it's awfully |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
150 |
hard to get at goals of any kind right out of the texts. A good place to |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
151 |
start is Advanced Dungeons & Dragons, in just about the first text ever |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
152 |
that tried to explain what was going on (Dungeon Master's Guide, first |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
153 |
edition, 1979, TSR; the author is Gary Gygax): |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
154 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
155 |
Of the two approaches to hobby games today, one is best described as |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
156 |
the realism-simulation school and the other as the game school. AD&D |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
157 |
is assuredly an adherent of the latter school. It does not stress any |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
158 |
realism ... It does little to attempt to simulate anything either. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
159 |
ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
160 |
and enjoyment of those who seek to use imagination and creativity. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
161 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
162 |
How to parse this? It seems unequivocal. However, first, this text is |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
163 |
palpably disingenuous regarding "simulates nothing" - the immense |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
164 |
efforts devoted in this book to the importance of in-game time and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
165 |
in-game justifications of hit-points, retainer/hireling opinions, costs |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
166 |
for castle parts, and much more, do not support his claim. Second, and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
167 |
more importantly, Gygax is speaking from a 1970s perspective of |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
168 |
role-playing existing as a subset of wargaming. What he calls simulation |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
169 |
or realism, I call historical accuracy; what he calls "game" |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
170 |
(imaginative, creative), I call Exploration. As an "umbrella point," |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
171 |
although D&D and AD&D of this era were procedurally mainly Gamist, all |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
172 |
accompanying text by Gygax in any publication represents, I think, very |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
173 |
hard-line post-wargame Simulationism as conceived by GNS theory. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
174 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
175 |
A somewhat lesser issue concerns whether I'm doing great violence to the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
176 |
term Simulationism as proposed in the original Threefold Model. My |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
177 |
answer to this has two parts. (1) The Threefold definitions, for all |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
178 |
three modes, tend to benefit in this debate from being moving targets |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
179 |
over the years. (2) My set of theorizing, usually called "GNS" although |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
180 |
I'm starting to wish for a better umbrella term, explicitly disavows any |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
181 |
need for consistency with the Threefold. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
182 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
183 |
However, although I'm not convinced it's necessary, one possible |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
184 |
solution has arisen. Jack Spencer proposed "Emulation" for the goals of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
185 |
play that I currently call Simulationism. If I felt any need for a |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
186 |
wholly new term, this would probably be it. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
187 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
188 |
Baseline Simulationist practice |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
189 |
The five elements of role-playing as laid out in my GNS essay are |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
190 |
obviously where we start. Modelling them is the ideal. My first point |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
191 |
about that is that the model need not be static; dynamic characters and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
192 |
settings, for instance, are perfectly valid Simulationist elements. My |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
193 |
second point is that different types of Simulationist play can address |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
194 |
very different things, ranging from a focus on characters' most |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
195 |
deep-psychology processes, to a focus on the kinetic impact and |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
196 |
physiological effects of weapons, to a focus on economic trends and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
197 |
politics, and more. I'll go into this lots more later. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
198 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
199 |
The second point is that the mechanics-emphasis of the modelling system |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
200 |
are also highly variable: it can handled strictly verbally (Drama), |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
201 |
through the agency of charts and arrows, or through the agency of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
202 |
dice/Fortune mechanics. Any combination of these or anything like them |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
203 |
are fine; what matters is that within the system, causality is clear, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
204 |
handled without metagame intrusion and without confusion on anyone's |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
205 |
part. That's why it's often referred to as "the engine," and unlike |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
206 |
other modes of play, the engine, upon being activated and further |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
207 |
employed by players and GM, is expected to be the authoritative motive |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
208 |
force for the game to "go." |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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The game engine, whatever it might be, is not to be messed with. It is |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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causality among the five elements of play. Whether everyone has to get |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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the engine in terms of its functions varies among games and among |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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groups, but recognizing its authority as the causal agent is a big part |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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of play. (To repeat, the engine's extent and detail aren't the point; I |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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could be talking about a notecard of brief "stay in character" |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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requirements or a 300-page set of probability charts.) By the way, |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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217 |
moving the GM into a position of authority over the rules/system is a |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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derived state of the rules' authority; I'll discuss that later. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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219 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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Many Simulationist systems also emphasize modularity - you've got the |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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221 |
baseline engine for what happens, so for specialty phenomena, whatever |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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new rules go on top must not violate or devalue that baseline. When a |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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system is very strong in this regard, it's what most people call |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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"universal" or "generic," by which they mean customizable through |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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addition. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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226 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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227 |
My final point is that this mode requires clear |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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228 |
player-character/real-person boundaries, in terms of in-character |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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knowledge and metagame knowledge. There's no single set of boundaries |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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that applies to all ways to play Simulationist, but whatever they are in |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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231 |
a given instance, they must be clear and abided by. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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232 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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233 |
How-to-play text |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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234 |
A lot of game texts in this tradition reach for a fascinating ideal: |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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235 |
that reading the book is actually the start of play, moving seamlessly |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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236 |
into group play via character creation. Features of some texts like the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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237 |
NPC-to-PC explanatory style and GM-only sections are consistent with |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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238 |
this ideal, as well as the otherwise-puzzling statement that character |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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239 |
generation is a form of Director stance. It supports the central point |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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240 |
of this essay, that the value of Simulationist play is prioritizing the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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241 |
group imaginative experience, to an extent that expands the very notion |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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242 |
of "play" into acts that from Narrativist or Gamist perspectives are not |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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243 |
play at all. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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244 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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245 |
This ideal poses two problems: one for the GM in particular, and one for |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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246 |
the group as a whole. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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247 |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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248 |
The GM problem, only partly solved by GM-only sections, is that it makes |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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249 |
it very hard to write a coherent how-to explanation for scenario |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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250 |
preparation and implementation. Putting this sort of information right |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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251 |
out "in front of God and everybody" is counter-intuitive for some |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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252 |
Simulationist-design authors, because it's getting behind the curtain at |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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253 |
the metagame level. The experience of play, according to the basic goal, |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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254 |
is supposed to minimize metagame, but preparation for play, from the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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255 |
GM's perspective, is necessarily metagame-heavy, and if reading the book |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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256 |
is assumed to be actually beginning to play ... well, then a certain |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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257 |
conflict of interest sets into the process. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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258 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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259 |
The usual textual solution is to assume that the GM is already on the |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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260 |
same page and to address him or her as a co-conspirator. In many games, |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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261 |
however, such information is outright punted, such that a GM must bring |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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262 |
a particular set of experiences and values to the text in the first |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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place in order to play the game. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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264 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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265 |
The whole-group problem is that individually-conducted character |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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266 |
creation often produces differing conclusions about the point of play |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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267 |
from player to player, which is to say, the characters are fully |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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268 |
plausible and created by the rules, but are also manifestly incapable of |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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interacting in terms of any one person's desired genre/setting. The |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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270 |
classic example in fantasy-adventure play is the party including a |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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271 |
paladin and an assassin; the one in superhero play is the super-team |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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272 |
that includes both a Spider-Man clone and a Wolverine clone. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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273 |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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274 |
The usual textual solution is to urge that all character creation be |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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275 |
subject to the approval of the GM, which in practice poses some |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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276 |
problems. For instance, it assumes that the Social Contract of the game |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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277 |
group permits such authority and presents no procedure to follow if that |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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278 |
happens not to be the case. Also, I have never seen any text explaining |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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279 |
what a GM is supposed to do or to say to the player regarding how to |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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280 |
re-write the character or to design a new one; every example, and there |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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281 |
are many, seems to assume that the GM "just knows" how to communicate |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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282 |
the je ne sais qua to the player. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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283 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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284 |
I suggest that genuinely helpful, teaching-oriented text that does not |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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285 |
fall into synecdoche ("real role-players," etc) would be a tremendous
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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286 |
benefit to presenting straightforwardly Simulationist games. Such text |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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287 |
would include methods for GMs to prepare scenarios from a fully-metagame |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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288 |
perspective - which is to say, the ideal of the book "being play" would |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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289 |
have to be lost temporarily - as well as methods for the GM's work |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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290 |
during character creation itself. Furthermore, this text would have to |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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291 |
be practical and compelling to players in a way that "All character |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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292 |
creation is subject to the approval of the GM" is not - for instance, it |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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293 |
would inspire players to avoid the paladin-assassin problem on their |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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294 |
own, during the creation of the first characters rather than the second |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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295 |
ones. |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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296 |
|
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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297 |
Historically, such text has been rare. Well, actually, it's rare for any |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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298 |
mode of play, but I submit that Simulationist-oriented games have tended |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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299 |
to have special trouble with it due to the widely-held ideal of treating |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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300 |
the text experience as play. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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301 |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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302 |
Internal Cause is King |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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303 |
Consider Character, Setting, and Situation - and now consider what |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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304 |
happens to them, over time. In Simulationist play, cause is the key, the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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305 |
imagined cosmos in action. The way these elements tie together, as well |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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306 |
as how they're Colored, are intended to produce "genre" in the general |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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307 |
sense of the term, especially since the meaning or point is supposed to |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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308 |
emerge without extra attention. It's a tall order: the relationship is |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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309 |
supposed to turn out a certain way or set of ways, since what goes on |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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310 |
"ought" to go on, based on internal logic instead of intrusive agenda. |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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311 |
Since real people decide when to roll, as well as any number of other |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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312 |
contextual details, they can take this spec a certain distance. However, |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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313 |
the right sort of meaning or point then is expected to emerge from |
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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314 |
System outcomes, in application. |
|
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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|
315 |
|
|
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[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
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|
316 |
Clearly, System is a major design element here, as the causal anchor |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
317 |
among the other elements. As I outlined in the previous essay, System is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
318 |
mainly composed of character creation, resolution, and reward mechanics. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
319 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
320 |
During character generation, layering and overt currency are frequently |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
321 |
employed to engage the player in Simulationist play during the process. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
322 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
323 |
Layering may be employed to establish and identify the character's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
324 |
plausibility in terms of the game-world itself. For a look at the |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
325 |
historical differences among games, compare the methods for establishing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
326 |
player-character skill competence in early RuneQuest (Simulationist) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
327 |
with those of Hero Wars (Narrativist). In Hero Wars, the system limits |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
328 |
how many of the thirty or so starting abilities are assigned high values |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
329 |
(two really good ones and one great one), but not which ones. Whereas in |
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90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
330 |
RuneQuest, every skill has a starting-character value based on its |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
331 |
commonality and difficulty to learn, and every skill is rated in money |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
332 |
regarding learning higher values of competence, based both on difficulty |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
333 |
to learn and who teaches the skill. Hero Wars character creation, which |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
334 |
is minimally layered, isn't concerned with the implausibility of having |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
335 |
a mastery-level in Greatsword be just as "likely" as having it in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
336 |
Farming; RuneQuest character creation, which is maximally layered, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
337 |
emphatically is. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
338 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
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|
339 |
To repeat, the above point is historical. Whether the distinction I've |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
340 |
drawn holds for any and all Simulationist play potential, I don't know. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
341 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
342 |
A related issue is prerequisite attributes and abilities for a given |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
343 |
ability, which represent a further step of layering. Prerequisites are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
344 |
common in historical Simulationist and Gamist design, and in the former, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
345 |
I think they are present specifically to reinforce the same |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
346 |
plausibility/likelihood issue. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
347 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
348 |
For currency, consider Champions or many of the games based on its |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
349 |
principles. From a Simulationist perspective on play, if a given feature |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
350 |
costs more than another, or if it can be traded off with some other |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
351 |
feature, or if it plus another feature mathematically yield a third, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
352 |
then it's all built to focus attention and assign cause from "is" to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
353 |
"does" in the imagined game-context. That cause must be (a) engaging (as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
354 |
for any RPG) and (b) causally continuous through the layers, providing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
355 |
for many equally-functional, equally-plausible, and potentially |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
356 |
equally-enjoyable options. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
357 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
358 |
I think this combined approach and perceived purpose of layering and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
359 |
currency is why attribute + skill systems have remained entrenched - a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
360 |
strong sub-set of the Simulationist perspective demands that the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
361 |
in-world ontogeny of a character's ability be integrated into the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
362 |
process of establishing it on the character sheet. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
363 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
364 |
Resolution mechanics, in Simulationist design, boil down to asking about |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
365 |
the cause of what, which is to say, what performances are important |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
366 |
during play. These vary widely, including internal states, interactions |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
367 |
and expressions, physical motions (most games), and even decisions. Two |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
368 |
games may be equally Simulationist even if one concerns coping with |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
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|
369 |
childhood trauma and the other concerns blasting villains with lightning |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
370 |
bolts. What makes them Simulationist is the strict adherence to in-game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
371 |
(i.e. pre-established) cause for the outcomes that occur during play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
372 |
Before talking about dice or other specific resolution mechanics, I'll |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
373 |
discuss two elements of Resolution which are rarely recognized: the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
374 |
treatment of in-game time and space. These are a big deal in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
375 |
Simulationist play as universal and consistent constraints, which must |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
376 |
apply equally to any part of the imagined universe, at any point during |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
377 |
play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
378 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
379 |
To talk about this, let's break the issue down a little: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
380 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
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|
381 |
* In-game time occurs regarding the actually-played imaginary moments |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
382 |
and events. It's best expressed by combat mechanics, which in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
383 |
Simulationist play are often extremely well-defined in terms of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
384 |
seconds and actions, but also by movement rates at various scales, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
385 |
starship travel times, and similar things. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
386 |
* Metagame time is rarely discussed openly, but it's the crucial one. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
387 |
It refers to time-lapse among really-played scenes: can someone get |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
388 |
to the castle before someone else kills the king; can someone fly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
389 |
across Detroit before someone else detonates the Mind Bomb. Metagame |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
390 |
time isn't "played," but its management is a central issue for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
391 |
scene-framing and the outcome of the session as a whole. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
392 |
* Real time is, of course, the real time of play as experienced by the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
393 |
people at the table. I think comparing between its flow and that of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
394 |
the in-game time is a crucial issue as well - when is a huge hunk of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
395 |
real time necessary to establish a teeny bit of in-game time, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
396 |
vice versa? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
397 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
398 |
The following text is also from the first edition of the Dungeon |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
399 |
Master's Guide (TSR, 1979); the author is Gary Gygax. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
400 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
401 |
Game time is of the utmost importance. Failure to keep careful track |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
402 |
of time expenditure by player characters will result in many anomalies |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
403 |
in the game. ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
404 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
405 |
One of the things stated in the original game of D&D was the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
406 |
importance of recording game time with respect to each and every |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
407 |
player-character in a campaign. In AD&D it is emphasized even more: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
408 |
YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN UNLESS EXTENSIVE RECORDS ARE |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
409 |
KEPT. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
410 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
411 |
[provides an example, then:] |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
412 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
413 |
You may ask why time is so important if it causes such difficulties |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
414 |
with record-keeping, dictates who can or can not go adventuring during |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
415 |
a game session, and disperses player characters to the four winds by |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
416 |
its strictures. Well, as initially pointed out, it is a necessary |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
417 |
penalty imposed on characters for certain activities [making magic |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
418 |
items - RE]. Beyond that, it also gives players yet another |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
419 |
interesting set of choices and consequences. The latter tends to bring |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
420 |
more true-to-life quality to the game, as some characters will use |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
421 |
precious time to the utmost advantage, some will treat it lightly, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
422 |
some will be constantly wasting it to their complete detriment. Time |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
423 |
is yet another facet which helps to separate the superior players from |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
424 |
the lesser ones. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
425 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
426 |
That latter point bears close, close examination. Gygax is not talking |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
427 |
about winning, I think, but about a quality. This is his value judgment |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
428 |
about how to play this game. His "true to life quality," I think, is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
429 |
synonymous with his earlier reference to creativity and imagination, or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
430 |
Simulationism (prioritizing Exploration) as defined by me. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
431 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
432 |
Gygax's text perfectly states the Simulationist view of in-game time. It |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
433 |
is a causal constraint on the other sorts. One can even find, in many |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
434 |
early game texts, rules that enforce how in-game time acts on real time, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
435 |
and vice versa. However, most importantly, it constrains metagame time. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
436 |
It works in-to-out. In-game time at the fine-grained level (rounds, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
437 |
seconds, actions, movement rates) sets incontrovertible, foundation |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
438 |
material for making judgments about hours, days, cross-town movment, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
439 |
who gets where in what order. I recommend anyone who's interested to the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
440 |
text of DC Heroes for some of the most explicit text available on this |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
441 |
issue throughout the book. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
442 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
443 |
So much for time; now let's talk space. Rules for characters' movement |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
444 |
in the imagined space of the situation go all the way back to wargaming, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
445 |
in the (to us oldies) familiar forms of grids and hex-maps, counters, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
446 |
and even rules or tape-measures. The original context was pretty |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
447 |
large-scale: the movement of troops, heavy vehicles, squadrons, and so |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
448 |
on. For role-playing in the "new" sense, the scale got bumped down to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
449 |
the individual level, and so came to emphasize facing, movement rate, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
450 |
turn rate, number of personal actions, and similar. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
451 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
452 |
The interesting thing is that most of these specific details have been |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
453 |
lost in most, although not all, Simulationist rules design over the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
454 |
decades, with nary a whimper. Why? Because second-to-second kinetics |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
455 |
ceased to be (or rarely were) the issue of Exploration at hand, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
456 |
particularly in genre-heavy play (see later). The Situation of interest |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
457 |
typically isn't "facing" when we want Character, Setting, System, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
458 |
Situation, and Color to fire on shared cylinders with full |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
459 |
internal-consistency and agreed-upon thematic outcomes. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
460 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
461 |
It's significant, I think, that movement-specific mechanics do remain in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
462 |
many Gamist RPG design as an element of tactical challenge. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
463 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
464 |
Now for the more nitty-gritty resolution mechanics, or DFK (Drama, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
465 |
Karma, Fortune). Historically speaking, the System has been based on |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
466 |
task resolution, not conflict resolution, regardless of scale. Don't |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
467 |
mistake "conflict" for "large-scale task." This point is independent of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
468 |
the system's complexity; it applies to rock-paper-scissors and GM-fiat |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
469 |
as well as to dice and tables. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
470 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
471 |
The causal sequence of task resolution in Simulationist play must be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
472 |
linear in time. He swings: on target or not? The other guy dodges or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
473 |
parries: well or badly? The weapon contacts the unit of armor + body: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
474 |
how hard? The armor stops some of it: how much? The remaining impact |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
475 |
hits tissue: how deeply? With what psychological (stunning, pain) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
476 |
effects? With what continuing effects? All of this is settled in order, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
477 |
on this guy's "go," and the next guy's "go" is simply waiting its turn, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
478 |
in time. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
479 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
480 |
The few exceptions have always been accompanied by explanatory text, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
481 |
sometimes apologetic and sometimes blase. A good example is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
482 |
classic hit location, in which the characters first roll to-hit and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
483 |
to-parry, then hit location for anywhere on the body (RuneQuest, GURPS). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
484 |
Cognitively, to the Simulationist player, this requires a replay of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
485 |
character's intent and action that is nearly intolerable. It often |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
486 |
breaks down in play, either switching entirely to called shots and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
487 |
abandoning the location roll, or waiting on the parry roll until the hit |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
488 |
location is known. Another good example is rolling for initiative, which |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
489 |
has generated hours of painful argument about what in the world it |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
490 |
represents in-game, at the moment of the roll relative to in-game time. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
491 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
492 |
The most common Simulationist resolution is handled through Fortune, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
493 |
specifically Fortune-at-the-End. This term refers to a dice roll (or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
494 |
cards, or whatever) which is consulted after all possible pre-resolution |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
495 |
description of the actions in question has been delivered. Its |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
496 |
alternative, Fortune-in-the-Middle, is not historically observed in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
497 |
Simulationist game design. (See glossary for definitions and links.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
498 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
499 |
A useful way to look at Fortune in much Simulationist play is to think |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
500 |
of anything that isn't rolled as being a 100% outcome on an implied |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
501 |
roll. The extreme view (see the Purist for System category below) is to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
502 |
interpret the whole shootin' universe as tacitly operating according to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
503 |
the d100 or the 3d6 or whatever that's used to handle character task |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
504 |
resolution. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
505 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
506 |
An entire discussion awaits concerning the shape of dice curves, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
507 |
modifiers' effects, separate vs. incorporated effects, and more. I look |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
508 |
forward to this on the forums. Also, more details about resolution in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
509 |
Simulationist games are presented below, when I break down the sub-types |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
510 |
in detail. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
511 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
512 |
Finally, reward mechanics remain a topic of vast debate and design |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
513 |
potential in Simulationist games. I think the following historical |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
514 |
categories barely scratch the surface. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
515 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
516 |
BRP style: character improvement is literally a function of play just as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
517 |
any other action, via practice and study. This is the famous "if you |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
518 |
succeed with a skill during play, roll over your skill percent between |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
519 |
sessions in order to improve." The pitfall is graininess, such that one |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
520 |
can then start debating about whether one should learn more or less |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
521 |
across ten "hits" against one opponent vs. one hit each for ten |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
522 |
opponents, why one does or doesn't learn from a failed attempt, and how |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
523 |
study is to be rated and applied (much less how it's to be played) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
524 |
relative to the "experience" methods. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
525 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
526 |
Hero style: the player gains points simply for being there (despite |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
527 |
attempts at parsing it, that's what it amounts to), and the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
528 |
point-allocation based cost of character creation continues to be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
529 |
applied. The character is added to in terms of the points that were |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
530 |
originally used to assemble him, and arguably as an expression of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
531 |
same in-game developmental processes involved. In this case, the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
532 |
point-gains are metagame, but the spending is supposed to use in-game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
533 |
logic, sometimes reinforced by "corralling" sections of the character |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
534 |
off from one another. The pitfall is reaching degrees of improvement |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
535 |
which themselves violate the genre-level standards of that particular |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
536 |
play, which some games overcome by making the intersession correspond to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
537 |
substantial in-game time. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
538 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
539 |
In either case, the key issue is that character change potentially |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
540 |
disrupts the current relationship among the components of the character. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
541 |
Options to fix the problem are generally unsatisfactory: (1) slow it |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
542 |
down, and (2) permit only tiny changes. One option, rarely seen, is to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
543 |
include kind of a secondary, add-on game with its own set of components, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
544 |
as with Rune status in RuneQuest. (I realize that not everyone knows all |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
545 |
of the games I'm referencing, and I certainly don't have all historical |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
546 |
RPGs memorized. This topic definitely calls for more discussion in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
547 |
forums, where we have room to describe all the various examples in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
548 |
detail.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
549 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
550 |
The diversity of Simulationist game design |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
551 |
Here's a quick overview of existing diversity in Simulationist play. I'm |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
552 |
focusing on fun, functional, coherent play - none of the following is a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
553 |
criticism or indictment. Also, I've tried to represent as many |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
554 |
creator-owned titles as possible, but I'll refer to others as needed. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
555 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
556 |
My overall point is that, although Simulationist play is defined as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
557 |
prioritizing Exploration of the five elements, its diversity is not a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
558 |
five-headed, one-element-per-submode hydra. All five elements are always |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
559 |
involved. In defining the subtypes of this mode of play, here are the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
560 |
issues: (1) whether Exploring System is primary, and (2) which of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
561 |
other elements are necessary "support" or "chassis" and which ones are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
562 |
diminished in emphasis. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
563 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
564 |
Purists for System |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
565 |
What games are these? EABA, JAGS, SOL, Pocket Universe, and Fudge are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
566 |
deliberately "generalist" regarding setting. The big commercial models |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
567 |
are GURPS, BRP (in its "unstripped" form), DC Heroes (now Blood of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
568 |
Heroes), Rolemaster, D6 (derived and considerably Simulationized from |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
569 |
Star Wars), and the Hero System (as such, mainly derived from Danger |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
570 |
International and Fantasy Hero rather than early Champions). Whether D20 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
571 |
should be included in this category is a matter for some debate. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
572 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
573 |
These games' five-element structure is consistent: System + Color |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
574 |
thereof, Setting, then Character + Situation. I'm trying to think of one |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
575 |
which switches the role of character before setting, which might include |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
576 |
some some superhero games. It might seem odd that Color is placed so |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
577 |
high in priority, but consider the engineering-text model for the game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
578 |
text of GURPS - this is, actually, Color for System. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
579 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
580 |
A lot of people have trouble with the notion of "Exploring System." They |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
581 |
argue that playing a game like Fudge is necessarily Setting-first. I |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
582 |
disagree, but this debate properly belongs in the forums. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
583 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
584 |
In these games, the System is all about Fortune and all about Currency. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
585 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
586 |
Regarding Fortune, probabilities are the key to achieving the basic |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
587 |
Simulationist internal-cause priority. Consider both comparative |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
588 |
probabilities among characters at a given moment as well as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
589 |
probabilities in transition within a character over time - in action |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
590 |
(actually resolving tasks), these are what drive the game. For these |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
591 |
games, a unified probability mechanic to handle any game-modelled |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
592 |
instance is the ideal, usually resulting in a single tables-based |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
593 |
concept such as the Universal Table in DC Heroes. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
594 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
595 |
Purist-for-System designs tend to model the same things: differences |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
596 |
among scales, situational modifiers, kinetics of all kinds, and so |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
597 |
forth. The usual issues surrounding incorporated vs. unincorporated |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
598 |
effects, opposed vs. target number mechanics, the interaction of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
599 |
switches and dials, and probability-curvature shape are therefore the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
600 |
main things to distinguish these systems from one another. Compared to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
601 |
other designs, high search and handling times, as well as many |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
602 |
points-of-contact, are acceptable features. (Please see the Glossary for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
603 |
the definition of points-of-contact). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
604 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
605 |
Here's some text from the introduction to SOL: the Omniversal |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
606 |
Role-playing System (1994, Heraldic Games; the author is Keith W. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
607 |
Sears): |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
608 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
609 |
I wanted to make an RPG that went beyond those described as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
610 |
"Universal", "Generic", or "Multi-genre." Many of the games with these |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
611 |
tags fall short of what they're supposed to be...playable in any genre |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
612 |
of fiction. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
613 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
614 |
It seems that whenever a very unusual situation pops up, many of these |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
615 |
"universal" games must revise the rules they already have in order to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
616 |
cover it. An example would be the climactic battle between a very tiny |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
617 |
man and a normal-sized spider in the movie, The Incredible Shrinking |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
618 |
Man. You can't simulate that in most RPGs without a major reworking of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
619 |
the rules just to handle that one situation. SOL was created to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
620 |
encompass roleplaying on any scale--from gods to viruses. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
621 |
... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
622 |
[in terms of my overall point for this essay, I couldn't help but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
623 |
include his sign-off phrase - RE] Keep Dreaming! |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
624 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
625 |
Regarding Currency, in these games, the imagined universe is made of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
626 |
"points." Therefore character creation and often resolution are often |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
627 |
characterized by layering: paying points to get values for named scores, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
628 |
which themselves are mathematically derived to produce effective values. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
629 |
Interestingly, in-game money and possessions are often considered merely |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
630 |
another facet of the universe that can be expressed in these points. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
631 |
This relationship between points and reality seems very well entrenched |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
632 |
in Purist for System design, which is understandable, as it provides |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
633 |
concrete insights to the internal-cause heart of the game that a player |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
634 |
can latch onto prior to play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
635 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
636 |
In terms of character/player roles, characters in these games are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
637 |
solidly defined in terms only of my third and fourth categories: in-game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
638 |
character occupation, and the specific abilities that are associated |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
639 |
with or in addition to that. (See the glossary for a discussion of these |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
640 |
terms.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
641 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
642 |
In this sort of design, there's no possible excuse for any |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
643 |
imperfections, including scale-derived breakdowns of the fundamental |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
644 |
point/probability relationships. The system must be cleanly and at the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
645 |
service of the element(s) being emphasized, in strictly in-game-world |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
646 |
terms. A good one is elegant, consistent, applicable to anything that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
647 |
happens in play, and clear about its outcomes. It also has to have |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
648 |
points of contact at any scale for any conceivable thing. It cannot |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
649 |
contain patch-rules to correct for inconsistencies; consistency is the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
650 |
essence of quality. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
651 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
652 |
As I see it, Purist for System design is a tall, tall order. It's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
653 |
arguably the hardest design spec in all of role-playing. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
654 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
655 |
In play, these games offer a lot of diversity because both the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
656 |
character-to-player relationship and the GM-to-outcomes relationship are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
657 |
fully customizable. Players might well utilize Pawn stance as Actor |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
658 |
stance or any other, and the GM may care greatly about a given goal or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
659 |
situation to be set up during play, or not at all. The only required |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
660 |
priority is to enjoy the System in action. (I'm not claiming here that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
661 |
the other four elements are irrelevant, though.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
662 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
663 |
High Concept |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
664 |
In cinema, "High Concept" refers to any film idea that can be pitched in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
665 |
a very limited amount of time; the usual method uses references to other |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
666 |
films. Sometimes, although not necessarily, it's presented as a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
667 |
combination: "Jaws meets Good Will Hunting," or that sort of thing. I'm |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
668 |
adopting it to role-playing without much modification, although |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
669 |
emphasizing that the source references can come from any medium and also |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
670 |
that the two-title combo isn't always employed. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
671 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
672 |
The key word is "genre," which in this case refers to a certain |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
673 |
combination of the five elements as well as an unstated Theme. How do |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
674 |
they get to this goal? All rely heavily on inspiration or kewlness as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
675 |
the big motivator, to get the content processed via art, prose style, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
676 |
and more. "Story," in this context, refers to the sequence of events |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
677 |
that provide a payoff in terms of recognizing and enjoying the genre |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
678 |
during play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
679 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
680 |
This sort of game design will be familiar to almost anyone, represented |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
681 |
by Arrowflight (Setting), Pax Draconis (Setting), Godlike (Setting), Sun |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
682 |
& Storm (Setting + Situation), Dreamwalker (Situation), The Godsend |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
683 |
Agenda (Character-Setting tug-of-war), The Collectors (applied Fudge, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
684 |
Situation + Character), Heartquest (applied Fudge; Character), Children |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
685 |
of the Sun (Setting), Fvlminata (Setting), and Dread (Situation + |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
686 |
Character), Fading Suns (Setting), Earthdawn (Setting), Space: 1889 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
687 |
(Setting), Mutant Chronicles (Setting), Mage first edition (Character), |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
688 |
Mage second edition (Setting), Ironclaw (Setting), and Continuum |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
689 |
(Setting with a touch of System). Many Fantasy Heartbreakers fall into |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
690 |
this category, almost all Setting-based. Some of the best-known games of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
691 |
this type include Tekumel, Jorune, Traveller (specifically in its |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
692 |
mid-80s through mid-90s form), Call of Cthulhu, Pendragon, Nephilim, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
693 |
Feng Shui, the various secondary settings for AD&D2 like Al-Qadim, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
694 |
quite a few D20 or WEG games which rely on licensing. I am coming to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
695 |
think of D20 as a kind of High Concept chassis, a very new and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
696 |
interesting development in RPG design. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
697 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
698 |
Also, most incoherent game designs are partly or even primarily High |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
699 |
Concept Simulationist as well, with AD&D2 and Vampire (first edition) as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
700 |
the best-known examples. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
701 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
702 |
At first glance, these games might look like additions to or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
703 |
specifications of the Purist for System design, mainly through plugging |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
704 |
in a fixed Setting. However, I think that impression isn't accurate, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
705 |
that the five elements are very differently related. The formula starts |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
706 |
with one of Character, Situation, or Setting, with lots of Color, then |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
707 |
the other two (Character, Situation, or Setting, whichever weren't in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
708 |
first place), with System being last in priority. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
709 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
710 |
I also recommend examining Theme carefully. In this game, it's present |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
711 |
and accounted for already, before play. The process of prep-play-enjoy |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
712 |
works by putting "what you want" in, then having "what you want" come |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
713 |
out, with the hope that the System's application doesn't change anything |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
714 |
along the way. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
715 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
716 |
Character creation is far more delimited as well, relying heavily on |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
717 |
Setting and Situation. In this case, the "points" are pure metagame for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
718 |
purposes of making characters; they don't reflect or underly the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
719 |
universe in action as in the Purist for System games. Starting |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
720 |
characters tend to be very colorful and described by many terms and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
721 |
numbers, but relatively static: waiting for their hook, so to speak. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
722 |
Hooks are often built-in; unlike the Purist for System methods, the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
723 |
player-to-character relationship usually includes my second "role level" |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
724 |
in addition to the third and fourth. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
725 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
726 |
Quantitatively, the more common character creation methods (which are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
727 |
not unique to Simulationist design) include less layering but more |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
728 |
nesting (i.e. options within options, as well as the one-from-column-A, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
729 |
one-from-column-B approach established by Vampire), and almost always |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
730 |
the relatively clumsy "GM approval" proviso. The specific method is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
731 |
usually based on points, but sometimes with Fortune methods to render a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
732 |
character role/type less likely to occur (making them more expensive |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
733 |
with points also aims at this function). Notably, in-game money isn't |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
734 |
modeled by the point-system during play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
735 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
736 |
The System is not all about Fortune, either, and these games can be very |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
737 |
uneasy in this regard. Dice-based resolutions sometimes represent much |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
738 |
noise and effort about not much effect, i.e., random factors tend not to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
739 |
deviate from expected results very much. Some games display a small |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
740 |
range of possible Effect (i.e. damage rarely harms an opponent very much |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
741 |
at a time), slight metagame adjustments to minimize extreme results, or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
742 |
a lot of offered strategies for the GM to soften or redirect the effects |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
743 |
that occur. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
744 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
745 |
Points-of-contact are far more directional; things which aren't relevant |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
746 |
to the Explorative focus are often summarized and not "System'ed" with |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
747 |
great rigor. When done well, such that the remaining, emphasized |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
748 |
elements clearly provide a sort of "what to do" feel, this creates an |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
749 |
extremely playable, accessible game text. Dread offers the perfect |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
750 |
example for the lower points-of-contact end; Arrowflight and Godlike are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
751 |
similar but more reassuringly nail-even-the-irrelevant-down at the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
752 |
higher points-of-contact end. The truly outstanding games illustrating |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
753 |
this latter approach are Call of Cthulhu, Unknown Armies, and Pendragon. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
754 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
755 |
However, when it's done badly, resolutions are rife with breakpoints and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
756 |
GM-fiat punts, and a great deal of effort during character creation |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
757 |
yields little sense of what the character is is about to do. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
758 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
759 |
Reward systems in High Concept games are typically quite slow-acting, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
760 |
requiring several sessions of play for any in-game benefit to kick in. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
761 |
Strangely, they are also often hard to find in the texts, being |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
762 |
shoehorned in among character creation or GM instructions, or with their |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
763 |
parts (how to award points, how to spend points) dispersed. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
764 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
765 |
High Concept play can be divided neatly into those which are greatly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
766 |
concerned with "the big story" and those which are not. Historically, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
767 |
the latter used to be the most common: Call of Cthulhu, Jorune, or more |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
768 |
recently Dread and Godlike, in which "the story" only refers to a record |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
769 |
of short-term events and set-pieces. However, following the spearhead |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
770 |
for this type of game text, Ars Magica, now the long-term story-type is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
771 |
more common. A lot of internet blood has been spilled regarding how this |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
772 |
phenomenon is or is not related to Narrativist play, but I think it's an |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
773 |
easy issue. The key for these games is GM authority over the story's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
774 |
content and integrity at all points, including managing the input by |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
775 |
players. Even system results are judged appropriate or not by the GM; |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
776 |
"fudging" Fortune outcomes is overtly granted as a GM right. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
777 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
778 |
The Golden Rule of White Wolf games is a covert way to say the same |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
779 |
thing: ignore any rule that interferes with fun. No one, I presume, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
780 |
thinks that any player may invoke the Golden Rule at any time; what it's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
781 |
really saying is that the GM may ignore any rule (or any player who |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
782 |
invokes it) that ruins his or her idea of what should happen. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
783 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
784 |
The functional version of such play is properly called Illusionism, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
785 |
which has undergone a good deal of debate and clarification at the Forge |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
786 |
(see glossary). Most of these game texts overtly instruct the GM to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
787 |
practice Illusionism, for example in Arrowflight (2002, Deep 7; the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
788 |
author is Todd Downing). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
789 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
790 |
Driving the Plot |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
791 |
Once you've constructed your magnum opus of a campaign plot, the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
792 |
players will inevitably find ways to exploit, ignore, or downright |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
793 |
break all of your hard work. You can either let that happen, or you |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
794 |
can crack the whip and get them back in line. Don't be afraid of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
795 |
exploiting a character's past or weakness to ensure complicity. After |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
796 |
all, you are the storyteller. Without you, they'd be playing Monopoly. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
797 |
Some of the tried and true methods of driving a plot are as follows: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
798 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
799 |
- Start the characters off in Adversity. Strip them of everything ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
800 |
- Alternately, have them called upon to serve the Common Good ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
801 |
- Appeal to any number of Baser Instincts ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
802 |
- Force them in a certain direction with Rule of Law ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
803 |
- Similar to the Rule of Law, you can direct your players with Threat |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
804 |
of Bodily Harm ... |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
805 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
806 |
Whatever you do, make sure it is not a no-win scenario. Nothing will |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
807 |
frustrate and alienate players more than a dead end with no way out. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
808 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
809 |
"Story" emerges from the GM's efforts in this regard, with players being |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
810 |
either cooperative (passively or actively), or obstreperous, in which |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
811 |
case various "don't let them take over" methods are encouraged. Players |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
812 |
are enjoined to immerse, by which they mean "keep your metagame agenda |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
813 |
out of it," at the aesthetic level. It's best understood as Illusionism |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
814 |
by full consent, which is what keeps it from being railroading, in that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
815 |
instead of making a story as an author does, the player is enjoying |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
816 |
being in the story. In system and character generation terms, that's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
817 |
pretty much what's empowered to happen. I'll give this entire topic a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
818 |
full comparison and analysis in the Narrativism essay. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
819 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
820 |
A final point: writing a High Concept Simulationist game is actually |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
821 |
much easier than writing a Purist for System one, as complex |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
822 |
Setting-prep or Situation-prep have a lot in common with writing a story |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
823 |
and knowing "how it's supposed to go" but not finishing it. However, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
824 |
playing this kind of game is actually harder in some ways - everyone |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
825 |
must be pumped about the in-game content, but without reference to a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
826 |
corresponding metagame. Check out [9]Mongrel to see what you think of my |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
827 |
take on this sort of game design. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
828 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
829 |
Rules-lite Story or Character priorities |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
830 |
This section is likely to get me into trouble, so I'll tread carefully. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
831 |
I suggest that many self-described "rules-lite" or "story-oriented" |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
832 |
role-playing games represent a derived version of the High Concept |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
833 |
model, slanted heavily toward Situation - especially Situation which is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
834 |
under complete GM control, overt or covert. Players get to contribute |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
835 |
tons of Color, even content, but never outcomes or final-resolutions, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
836 |
and playing the character as conceived is the first priority, sometimes |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
837 |
taken to extremes of Actor Stance (e.g. Turku play, see the Glossary). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
838 |
Character and Situation are prioritized with Color, with Setting next, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
839 |
and lastly the formal System, which is slanted strongly toward |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
840 |
Drama-mechanics. This mode of play may be strongly linked with LARP |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
841 |
crossovers. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
842 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
843 |
Here's my point: in application, a covert System is heavily, heavily |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
844 |
entrenched, regardless of whatever to-hit modifiers or dice rolls have |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
845 |
been peeled away. This system is based on Social Contract (what we all |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
846 |
agree is "good" or "fun") and Social Context (i.e. the subculture that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
847 |
players belong to), and it is sternly reinforced through these means. I |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
848 |
think it's significant that literal referees - on-the-spot judges of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
849 |
what can and cannot happen - are a necessary feature as soon as groups |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
850 |
get beyond a certain size. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
851 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
852 |
It's not just High Concept though. It looks like it - the heavy emphasis |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
853 |
on story/genre, with overt eschewing of System, but it's also (a) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
854 |
actually pretty heavy on Drama-driven or Karma-driven System and (b) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
855 |
emphasizes customizable Settings as in Purist for System play. So I |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
856 |
think it's worth its own category. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
857 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
858 |
From the introduction to Theatrix (1993, Backstage Press, authors are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
859 |
David Berkman, Travis Eneix, and Brett Hackett): |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
860 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
861 |
Making a story come to life can be a difficult task. Previous |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
862 |
generations of game systems have been rules bound, trapped within |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
863 |
their own structure and rigidity. We wanted to produce a game that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
864 |
would help you in every way, not hinder you. So we developed a system |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
865 |
of rules that is written to evolve along with your style of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
866 |
storytelling and roleplaying. These rules can be used to guide every |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
867 |
facet of the game's progress, without becoming intrusive. You can use |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
868 |
all the rules, or easily peel them away in layers, until you're |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
869 |
running free-form games. The rules heavily encourage adopting this |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
870 |
style of play, making themselves unnecessary. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
871 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
872 |
In other words, the system helps create story by fading away, much like |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
873 |
the Dictatorship of the Proletariat. I think that this whole design |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
874 |
effort arises from a desire for "big story" in the face of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
875 |
Purist-for-System design and mainly Fortune-driven High Concept design. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
876 |
In the effort to get out of that sort of Simulationist play, the thought |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
877 |
is to get rid of the System that supports it, with any explicit System |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
878 |
being perceived as that sort of system. I consider this a problematic |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
879 |
design goal but it's widespread enough to merit a category. What makes |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
880 |
it difficult to discuss is that its explict story-creation goals are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
881 |
similar to those of Narrativist play, but the operational process is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
882 |
stripped-down High Concept Simulationism. (See the GNS stuff below for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
883 |
further discussion.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
884 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
885 |
Fudge includes some text that might qualify it for this category, but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
886 |
operationally, the "story-oriented" reader who is captured by this text |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
887 |
will swiftly be puzzled by the rules' emphasis on layered task |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
888 |
resolution and repeated (and repeated) focus on scaling. I think Fudge |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
889 |
is best described as low-search&handling-time Purist for System instead. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
890 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
891 |
I'm probably going to catch heat for this, but it seems to me that The |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
892 |
Window and Theatrix both lend themselves toward this mode of play, if |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
893 |
Drifted a bit from their textual tenets, on the basis of their systems |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
894 |
and the GM's ability to organize the IIEE elements of play with a free |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
895 |
hand. (See the Glossary for the definition of IIEE.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
896 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
897 |
Some of the difficulties of this mode of play are outlined in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
898 |
comparison with Narrativism and my criticisms of transparency below. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
899 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
900 |
Setting-creation and universe-play mechanisms |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
901 |
Another derivation of the Purist for System approach brings the Setting |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
902 |
creation process directly into play itself. The System-driven elements |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
903 |
of the Setting are as "active" as any particular character might be, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
904 |
during play as well as during preparation. Basically, the setting is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
905 |
played, even created, as a part of regular play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
906 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
907 |
Boink! I just realized that the original Traveller, or at least one way |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
908 |
to play it, represents an example of this approach. Star system and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
909 |
planet creation are written right into the process of play, such that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
910 |
adventures and missions become not only a means of enjoying and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
911 |
improving characters, but also a means of enjoying and basically mapping |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
912 |
the game-space. This is very distinct from later versions of Traveller, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
913 |
which were emphatically High Concept with a Setting emphasis. (Oh, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
914 |
just for credit where it's due, I should also mention that Traveller |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
915 |
pioneered the mechanics of overt character-creation-as-play.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
916 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
917 |
This mode of play is not merely creating more setting through |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
918 |
preparation as play progresses. It relies on doing so in a system-driven |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
919 |
fashion much like character creation, carried out as an overt or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
920 |
near-overt part of actual play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
921 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
922 |
It's a pretty rare form of play and design, probably because the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
923 |
economics of splat-book publishing overwhelmed the hobby, and Traveller |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
924 |
itself, from the mid-1980s onwards. The more recent examples include |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
925 |
Aria, Multiverser to some extent, and the currently-in-development The |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
926 |
Million Worlds. The design spec is to achieve the Color/kewl power of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
927 |
High Concept with the uncompromising power and consistency of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
928 |
Purists for System, via inserting the explicit metagame world-creating |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
929 |
ability. I think this approach is interesting for the level of Director |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
930 |
stance potentially involved and I look forward to more role-playing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
931 |
evolution along these lines. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
932 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
933 |
Historical note: BRP |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
934 |
Pound for pound, Basic Role-Playing from The Chaosium is perhaps the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
935 |
most important system, publishing tradition, and intellectual engine in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
936 |
the hobby - yes, even more than D&D. It represents the first and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
937 |
arguably the most lasting, influential form of uncompromising |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
938 |
Simulationist design. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
939 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
940 |
It's kind of hard to discuss just how it was influential, as its very |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
941 |
first appearance as a pamphlet accompanying a boardgame wasn't widely |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
942 |
distributed. The influence operated primarily through the popularity of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
943 |
both RuneQuest and Call of Cthulhu. Looking across the early versions of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
944 |
these games as well as Superworld, Questworld, and more, I think BRP is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
945 |
identifiable as a Purist for System design and publishing. It's really |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
946 |
probably the precursor for the later GURPS mode of publishing. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
947 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
948 |
However, that vision, plan, or phenomenon, whatever, swiftly evolved |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
949 |
into High Concept, both in RuneQuest (Setting) and Call of Cthulhu |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
950 |
(Situation) as they hit their early-mid-80s forms, which is what most |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
951 |
people are familiar with, I think. Call of Cthulhu remains High Concept |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
952 |
to the present day, whereas RuneQuest, upon being licensed to and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
953 |
redesigned to the specifications of Avalon Hill, essentially evolved |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
954 |
into a new Purist for System game, with the setting, Glorantha, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
955 |
relegated to the background at most. Moving into the late 80s and early |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
956 |
90s, the new BRP games (Pendragon, Nephilim) represented fairly radical |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
957 |
Drifting of Cthulhu-style BRP into their respective High Concepts. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
958 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
959 |
GNS crossover issues |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
960 |
As usual for GNS-heavy text, I'll speak of games themselves in the GNS |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
961 |
terms, but with the proviso that I'm really speaking about the play |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
962 |
itself that is typical of or best supported by the rules of those games. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
963 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
964 |
First, the FAQ |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
965 |
Q: Can Simulationist design be Abashed? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
966 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
967 |
A: Sure. "Abashed" refers to design that must be Drifted in order to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
968 |
play because incompatible priorities are present among different parts |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
969 |
of the rules. It's different from Incoherent design in that such Drift |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
970 |
is easy and minor. Technically, an Abashed game is already at least two |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
971 |
modes (or sub-modes); e.g. I've said that Little Fears represents |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
972 |
Abashed Narrativist design, but it should really be called Abashed |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
973 |
Narrativism/Simulationism. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
974 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
975 |
Q: So "Abashed" means combined? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
976 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
977 |
A: No. Combined GNS modes which work well together would be "Hybrid." |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
978 |
There's a whole section on that below. Abashed games must be Drifted |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
979 |
(i.e. their rules must be operationally changed, or some sections |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
980 |
ignored) in order to play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
981 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
982 |
Q: Can Simulationist play be Vanilla? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
983 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
984 |
A: Well, we don't say Vanilla and Pervy any more (too rude for some, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
985 |
apparently). Now we talk about Points-of-Contact being low or high for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
986 |
given portions of rules. But to lapse back into the old terminology, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
987 |
yes, it can. Dread is a veritable poster child for Vanilla Sim, which I |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
988 |
would generalize to mean a High Concept Simulationist design with low |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
989 |
Points-of-Contact and a high emphasis on Situation. Pervy Sim basically |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
990 |
just ups the Points-of-Contact as well as the emphasis on Exploring |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
991 |
anything regardless of topic, which pretty much describes any member of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
992 |
the Purist-for-System category. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
993 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
994 |
Character generation |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
995 |
Character generation text and methods are extremely diverse within each |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
996 |
GNS mode, which is one of the reasons I favor group communication during |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
997 |
this phase of pre-play. For instance, some Gamist-ish games utilize |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
998 |
point-allocation systems, which looks similar to the widespread method |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
999 |
in Simulationist-ish games. However, for Gamist purposes, this method is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1000 |
all about strategizing tradeoffs, rather than establishing a fixed |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1001 |
internal-cause to "justify" the character. Similarly, Gamist character |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1002 |
creation utilizing Fortune methods isn't the same as the few |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1003 |
Simulationist randomized methods - in the former, it's a lot like |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1004 |
gambling, whereas in the latter, it's about a character maturing through |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1005 |
Fortune's vagaries represented by in-game effects like culture, weather, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1006 |
disease, and so forth (e.g. Harnmaster). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1007 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1008 |
Narrativist character creation in some games requires a fair amount of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1009 |
back-story, just as some Simulationist play does, but in the former, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1010 |
it's about establishing a chassis for conflict, metagame, and reward, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1011 |
and in the latter, it's about Coloring the character and providing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1012 |
oppportunities for GM-created hooks. I rank the conflict between these |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1013 |
concepts, during play, among the highest-risk situations for the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1014 |
survival of a gaming group. Strategies to resolve this conflict, whether |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1015 |
social or design-oriented, are currently not well-developed in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1016 |
hobby. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1017 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1018 |
Metagame mechanics |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1019 |
The term "metagame" is problematic throughout this essay for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1020 |
Simulationist play and rules design. Metagame mechanics, by definition, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1021 |
entail the interjection of real-people priorities into the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1022 |
system-operation. Now, it is foolish to speak of Simulationist play as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1023 |
lacking metagame; that would only apply if the people at the table were |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1024 |
themselves rules-constructs as well as the rules, and that's silly. But |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1025 |
compared to Gamist and Narrativist play, Simulationist play may be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1026 |
spoken of as lacking metagame [i]interpersonal agenda[/i], like |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1027 |
"winning" or "doing well" in Gamism, or addressing a Premise in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1028 |
Narrativism. Its metagame, although fully social, is self-referential, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1029 |
to stay in-game. I recognize that it's a problematic issue and I look |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1030 |
forward to some discussion about it. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1031 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1032 |
To clarify for purposes of the essay, compare the following: (1) an |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1033 |
in-game essence or metaphysical effect called "Karma," which represents |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1034 |
the character's moral status in that game-universe according to (e.g.) a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1035 |
god or principle in that game-world; (2) a score on the sheet which has |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1036 |
literally nothing to do with the character's in-game identity, also |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1037 |
called "Karma," recognized and applied by the real people with no |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1038 |
in-game entity used to justify it. In both systems, Karma is a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1039 |
point-score which goes up and down, and which can be brought into play |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1040 |
as, say, a bonus to one's dice roll. But I'd say that #1 is not metagame |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1041 |
at all, and #2 is wholly metagame. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1042 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1043 |
Mechanically, how do they differ? One thing to consider is how the score |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1044 |
goes up and down - by player-use, or by in-game effects? Another is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1045 |
whether the score is integrated with the reward/improvement system - |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1046 |
does spending a Karma reduce one's bank of improvement points? In fact, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1047 |
is Karma a spent resource at all? Still another issue is whether in-game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1048 |
effects must be in place, or inserted into place, to justify its use. No |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1049 |
one of these indicators is hard-and-fast, however; one must consider |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1050 |
them all at once, and how they relate to Simulationism (and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1051 |
non-Simulationism) is a fascinating issue. At this point I tend to think |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1052 |
that the main issue, basically, is who is considered to "spend" them - |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1053 |
character or player. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1054 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1055 |
I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1056 |
Spiritual Attributes in The Riddle of Steel are Resource-based metagame |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1057 |
mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1058 |
these mechanics' many derivatives in other games, are straightforward, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1059 |
non-metagame Resources. Similarly, I suggest that the role-playing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1060 |
bonuses based on out-of-game neatness in Sorcerer are metagame, whereas |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1061 |
the Stunt rules based on difficulty or unlikelihood in Feng Shui are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1062 |
not. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1063 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1064 |
It's a tough discussion, though. One confounding factor is that metagame |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1065 |
mechanics are often present as "fixes" of otherwise-Simulationist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1066 |
systems that proved to be mildly broken in play. The trouble with such a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1067 |
thing is that it can lead to serious Drift of the sort that breaks |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1068 |
Social Contracts or renders systems incoherent. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1069 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1070 |
Hybridization |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1071 |
As far as I can tell, Simulationist game design runs into a lot of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1072 |
potential trouble when it includes secondary hybridization with the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1073 |
other modes of play. Gamist or Narrativist features as supportive |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1074 |
elements introduce the thin end of the metagame-agenda wedge. The usual |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1075 |
result is to defend against the "creeping Gamism" with rules-bloat, or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1076 |
to encourage negatively-extreme deception or authority in the GM in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1077 |
order to preserve an intended set of plot events, which is to say, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1078 |
railroading. In other words, a baseline Simulationist focus is easily |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1079 |
subverted, leading to incoherence. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1080 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1081 |
Whether this issue can be resolved by future designs and Social |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1082 |
Contracts is unknown. Speaking historically, though, AD&D2, Vampire, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1083 |
Legend of the Five Rings are especially good examples of incoherent |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1084 |
design that ends up screwing the Simulationist. You have Gamist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1085 |
character creation, with Narrativist rhetoric (especially in Vampire). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1086 |
You have High Concept Simulationist resolution, which is to say, easily |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1087 |
subverted by Gamism because universal consistency is de-emphasized. And |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1088 |
finally, you have sternly-worded "story" play-context, which in practice |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1089 |
becomes game-author-to-GM co-conspiracy. The net result is a fairly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1090 |
committed Simulationist GM presiding over a bunch of players tending |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1091 |
toward more agenda-based play of different kinds. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1092 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1093 |
What happens? All the wedges widen, and the unfortunate thing is that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1094 |
the more everyone likes the basic, fun interest of the topic ("genre")
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1095 |
at hand, the worse the rift becomes. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1096 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1097 |
* The aggravated Narrativist leaves the play situation after butting |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1098 |
heads with the GM over the "story." Arguably, the early White Wolf |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1099 |
games in general are responsible for what amounted to a mass exodus |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1100 |
of Narrativist-oriented role-players from the hobby in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1101 |
mid-1990s. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1102 |
* The Gamist runs rampant, moving from sportsmanlike |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1103 |
challenge/competition (as would be found in a coherent Gamist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1104 |
design) to "break the system" vs.-game, vs.-GM |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1105 |
challenge/competition. The group typically either dissolves or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1106 |
evicts the Gamist player; evictees find one another and enjoy |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1107 |
themselves with gusto, Drifting the rules significantly and focusing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1108 |
on player-vs.-player challenge/competition. They tend to be quite |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1109 |
public and large-group oriented, via on-line and LARP play. [AEG was |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1110 |
clever enough to recognize this phenomenon and incorporate it into |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1111 |
the L5R market strategy.] |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1112 |
* The Simulationist, whether GM or player, fights a losing battle |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1113 |
against the Gamist, often feeling betrayed and desperate. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1114 |
Simulationist groups which survive this conflict tend to be very |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1115 |
insular, clique-ish, and GM-centered, with the GM seen as the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1116 |
conduit or channeller to "the game" as published. Such a GM is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1117 |
usually given carte blanche authority over the social, system, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1118 |
plot-oriented content of the game, and the players become fairly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1119 |
subordinated to the content of play. The group often Drifts the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1120 |
rules significantly to reflect and reinforce the immediate Social |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1121 |
Contract; simultaneously, they become defensive and protective |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1122 |
regarding the game title as a subcultural item. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1123 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1124 |
Champions, especially second and third editions, presented a fascinating |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1125 |
case of this same phenomenon for a game design that could functionally |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1126 |
Drift in any of the three directions (in all cases requiring severe |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1127 |
rules-interpretation and "fixing"). Thus Champions play could be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1128 |
observed in all three modes, all of which were emphatically incompatible |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1129 |
and socially segregated. Champions fourth edition represents a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1130 |
"takeover," if you will, by the Simulationist interpretatation, mainly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1131 |
due to the editor of the line at the time. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1132 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1133 |
Hybrids are much better off using Simulationism as a secondary design |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1134 |
feature, rather than as the primary. The Riddle of Steel is a successful |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1135 |
hybrid because its primary Narrativist emphasis is so mechanically |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1136 |
influential and integrated with the reward system, that it cannot be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1137 |
ignored or subverted. Even so, it's interesting to observe the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1138 |
consistent Simulationist reading of TROS' text, rife with suggestions |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1139 |
for repair of "obviously" inappropriate elements, by people who have not |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1140 |
played the game. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1141 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1142 |
Rifts as well as well as many fantasy-adventure games use Simulationist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1143 |
design features (heavy Setting Exploration) to support its primary |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1144 |
Gamist emphasis; I'll discuss this in more detail in the Gamism essay. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1145 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1146 |
Shit! I'm playing Narrativist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1147 |
In Simulationist play, morality cannot be imposed by the player or, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1148 |
except as the representative of the imagined world, by the GM. Theme is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1149 |
already part of the cosmos; it's not produced by metagame decisions. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1150 |
Morality, when it's involved, is "how it is" in the game-world, and even |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1151 |
its shifts occur along defined, engine-driven parameters. The GM and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1152 |
players buy into this framework in order to play at all. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1153 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1154 |
The point is that one can care about and enjoy complex issues, changing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1155 |
protagonists, and themes in both sorts of play, Narrativism and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1156 |
Simulationism. The difference lies in the point and contributions of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1157 |
literal instances of play; its operation and social feedback. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1158 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1159 |
I'll provide two examples, a simple one and a complex one. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1160 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1161 |
The simple one: Consider the behavioral parameters of a samurai |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1162 |
player-character in Sorcerer and in GURPS. On paper the sheets look |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1163 |
pretty similar: bushido all over the place, honorable, blah blah. But |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1164 |
what does this mean in terms of player decisions and events during play? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1165 |
I suggest that in Sorcerer (Narrativist), the expectation is that the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1166 |
character will encounter functional limits of his or her behavioral |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1167 |
profile, and eventually, will necessarily break one or more of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1168 |
formal tenets as an expression of who he or she "is," or suffer for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1169 |
failing to do so. No one knows how, or which one, or in relation to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1170 |
which other characters; that's what play is for. I suggest that in GURPS |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1171 |
(Simulationist), the expectation is that the behavioral profile sets the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1172 |
parameters within which the character reliably acts, especially in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1173 |
crunch - in other words, it formalizes the role the character will play |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1174 |
in the upcoming events. Breaking that role in a Sorcerer-esque fashion |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1175 |
would, in this case, constitute something very like a breach of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1176 |
contract. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1177 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1178 |
The complex one: Consider the behavioral parameters of a knight |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1179 |
player-character in The Riddle of Steel and in Pendragon. This one's a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1180 |
little trickier for a couple of reasons, first because Pendragon has two |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1181 |
sets of behavioral rules, and second because both games permit a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1182 |
character's behavioral profile to change. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1183 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1184 |
1) The Pendragon knight includes a set of paired, dichotomous Traits |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1185 |
(e.g. Worldly / Chaste) which are scored numerically, and which change |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1186 |
scores inversely. They are used either (a) as behavior-establishers |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1187 |
(roll vs. Cruel to see whether you behead the churl for his rudeness) or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1188 |
(b) as record-keepers for player-driven behavior (you beheaded him? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1189 |
Check Cruel, which increases its chance to raise its score later). The |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1190 |
Riddle of Steel knight has no equivalent system to (a); all character |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1191 |
behavior is driven by the player. Its Spiritual Attributes, however, do |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1192 |
rise and fall with character behavior much as Pendragon's (b). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1193 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1194 |
2) The Pendragon knight also may develop one or more Passions, which are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1195 |
expressed in the form of a fixed set of bonus dice for actions that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1196 |
support that Passion. These are established through play and may |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1197 |
increase, although not decrease; different Passions may conflict within |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1198 |
a single character. The Riddle of Steel's Spiritual Attributes (Drive, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1199 |
Destiny, Passion, Faith, Luck, and Conscience) act as bonus dice much as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1200 |
in Pendragon Passions but (a) may be individually eliminated and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1201 |
substituted with another Spiritual Attribute by the player with very |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1202 |
little restriction, and (b) are intimately connected to the most |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1203 |
significant character-improvement mechanic. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1204 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1205 |
I suggest that both games include the concept that personal passion is a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1206 |
concrete effectiveness-increase mechanic, but that Pendragon does so in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1207 |
a "fixed-path-upwards" fashion (when the knight's passions are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1208 |
involved), whereas The Riddle of Steel does so under the sole helm of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1209 |
the player's thematic interests of the moment. Furthermore, the latter |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1210 |
game directly rewards the player for doing so. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1211 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1212 |
I may be a little biased about this issue, but it seems to me that a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1213 |
character in Narrativist play is by definition a thematic time-bomb, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1214 |
whereas, for a character in Simulationist play, the bomb is either |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1215 |
absent (the GURPS samurai), present in a state of near-constant |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1216 |
detonation (the Pendragon knight, using Passions), or its detonation is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1217 |
integrated into the in-game behavioral resolution system in a "tracked" |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1218 |
fashion (the Pendragon knight, using the dichotomous traits). Therefore, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1219 |
when you-as-player get proactive about an emotional thematic issue, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1220 |
poof, you're out of Sim. Whereas enjoying the in-game system activity of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1221 |
a thematic issue is perfectly do-able in Sim, without that proactivity |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1222 |
being necessary. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1223 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1224 |
Before anyone flips out, stop for one more point, which is that my |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1225 |
perceived time-scale of play for all the above points is quite high. I'm |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1226 |
talking about whole sessions and sets of sessions, not moment-to-moment |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1227 |
combat decisons or dialogue. So the "poof" is a pretty prolonged thing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1228 |
(and I better not develop this metaphor any further either). |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1229 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1230 |
Many people mistake low time-scale techniques like Director stance, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1231 |
shared narration, etc, for Narrativism, although they are not defining |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1232 |
elements for any GNS mode. Misunderstanding this key issue has led to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1233 |
many people falsely identifying themselves as playing Simulationist with |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1234 |
a strong Character emphasis, when they were instead playing quite |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1235 |
straightforward Narrativist without funky techniques. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1236 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1237 |
I would very much like to participate in a detailed discussion of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1238 |
playing L5R, which to my mind, in the absence of Drifting, poses some |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1239 |
irreconcilable problems in how its behavioral parameters are |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1240 |
constructed, such that it simultaneously asks about Honor and dictates |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1241 |
the answers. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1242 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1243 |
El Dorado and Drift |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1244 |
El Dorado is a term coined by Paul Czege based on some ideas proposed by |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1245 |
Joachim Buchert (see glossary for links). As originally proposed, it was |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1246 |
essentially Narrativist play with a strong Simulationist supportive |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1247 |
element - a functional hybrid. When I surprised this debate by shrugging |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1248 |
and stating that hybrids, with one mode dominant, are viable, possible, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1249 |
and functional, and when The Riddle of Steel demonstrated an |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1250 |
exceptionally fine example, the term changed a bit. Over time, it has |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1251 |
come to mean as well an experientially smooth and perhaps even |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1252 |
unnoticeable shift from Simulationist play-assumptions to Narrativist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1253 |
ones. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1254 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1255 |
Such a goal, both for play and design, has proven attractive to people; |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1256 |
they recognize that Simulationist assumptions are common among |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1257 |
established role-players, and the term "Simulationist-by-habit" has been |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1258 |
coined to describe people who might enjoy other GNS modes but don't |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1259 |
conceive of their functional existence. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1260 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1261 |
An El Dorado game-experience would not be a hybrid - it would avoid all |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1262 |
confusion that hybrids tend to generate to some degree, and it would |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1263 |
certainly not be Abashed, as play-goals would not clash within the rules |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1264 |
and procedures of play. It would be operative Drift without rules-Drift, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1265 |
for which the term Transition was coined in discussions of Fang |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1266 |
Langford's game in development, Scattershot. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1267 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1268 |
Is it possible, theoretically? Sure! I think it's much harder than most |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1269 |
people think it would be. The System actually has to facilitate the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1270 |
process of changing priorities during play, Drifting on procedural |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1271 |
"tracks" as it were. A couple of games point the way. The Riddle of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1272 |
Steel is explicitly based on a rather brutal selection philosophy, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1273 |
insofar as people who do not recognize the dominance of the Spiritual |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1274 |
Attributes over the more Simulationist-appearing baseline mechanics will |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1275 |
see their characters die horribly. Players who start with Simulationist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1276 |
priorities will have to change or stop playing (I suspect, rather, that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1277 |
many of them will "Drift to remain in place," actually). Scattershot, in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1278 |
development, is the only Transition-oriented game design I know of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1279 |
that's based on the rules themselves shifting and altering as a function |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1280 |
of play. (See Glossary.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1281 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1282 |
I'll discuss this issue in much more detail in the Narrativism essay, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1283 |
but I'll pose the most serious problem facing the seekers of El Dorado: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1284 |
idealizing story creation but refusing to do it. Oh, am I going to catch |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1285 |
it for this section ... well, people are just going to have to disagree |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1286 |
about whether stories can "create themselves." |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1287 |
Personally, I don't think they do, and we won't get anywhere by pushing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1288 |
and pulling. In practical terms, lots of hassles and possibilities arise |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1289 |
when expecting story to "emerge" from metagame-absent play. Here are the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1290 |
two extremes which arise. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1291 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1292 |
* The bad one: A frustrated Narrativist-ish player takes over as GM |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1293 |
and relies on railroading. He or she insists that everyone care |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1294 |
about the story, but also insists upon everything going as he or she |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1295 |
desires. I consider this approach to rank among the least functional |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1296 |
role-playing in existence. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1297 |
* The good one: Everyone agrees that story is a wonderful and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1298 |
desirable emergent property, but commits to no metagame meddling or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1299 |
prioritizing by anyone. In theory, this is quite functional, but the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1300 |
tricky part is that everyone also has to accept that story might not |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1301 |
happen at all, and to be all right with that. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1302 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1303 |
Less extremely, some game texts present relatively consistent |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1304 |
Simulationist-oriented rules, but with bits and pieces here and there |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1305 |
with Narrativist leanings. This is all very well, except that the text |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1306 |
accompanying these sections is almost always incoherent: the player is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1307 |
given power (e.g. to dictate a target's response) - but the GM is warned |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1308 |
to override it if necessary - but then some text follows about how the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1309 |
players are really the story-authors - but then, again, the GM needs to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1310 |
keep a tight rein on the story's integrity - and so on. Usually the game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1311 |
design is quite nifty in terms of the actual rules (e.g. Fvlminata), but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1312 |
these text sections ultimately make no sense, being trapped in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1313 |
Impossible Thing Before Breakfast. It's as if the game authors play a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1314 |
particular way but can't quite believe that anyone else would, and in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1315 |
most cases, the game text and rules end up being Abashed. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1316 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1317 |
Pitfalls of design |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1318 |
The first and most serious problem in Simulationist design is to rely on |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1319 |
habit and imitation for some mechanics features of the game and then to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1320 |
try to tack on one's own ideas. I'm not talking about simple influence, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1321 |
which is part and parcel of any RPG design, but the porting of whole |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1322 |
assumption-sets out of their integrated contexts with all aspects of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1323 |
parent game. This is very common in Fantasy Heartbreakers and usually |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1324 |
results in a lot of broken math. Obviously this problem is not unique to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1325 |
Simulationism, but when it occurs in that context, it's really painful. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1326 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1327 |
Another serious problem is the ideal of "transparency," especially as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1328 |
applied to the High Concept approach. I cannot help but be blunt: System |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1329 |
is experientially inescapable. One cannot make Character, Setting, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1330 |
Situation, and Color "go" without it. Drama-driven systems are just as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1331 |
System as any other, for instance. (See the Transparency entry in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1332 |
Glossary.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1333 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1334 |
Really to remove System requires that anything and everything that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1335 |
happens during play be mediated solely through the Social Contract, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1336 |
without any formalized method even to do that. I think that such play |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1337 |
would be awfully difficult, requiring so much negotiation regarding how |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1338 |
to play per unit of play as to be hopeless. (Again, I am not discussing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1339 |
well-organized systems based mainly on Drama, which are perfectly |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1340 |
wonderful and not subject to these criticisms.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1341 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1342 |
Therefore, I advise that design not ask, "How is System made invisible," |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1343 |
but rather, "How is System directed toward particular Explorative |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1344 |
goals." The degree of complexity then becomes an aesthetic and focused |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1345 |
issue, not something to chop away at blindly. Instead of transparency, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1346 |
let Coherence and an eye toward the desired Points of Contact be your |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1347 |
guide. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1348 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1349 |
The third problem is the Realism tautology: setting "realism" as a goal |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1350 |
of play, which often gets brought up in debates about in-game events. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1351 |
Never fall into this one - you cannot win. Plausibility, which is to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1352 |
say, not violating a specific degree of contrivance-limits, is a fine |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1353 |
thing; it's central to the role-playing element of Situation. All |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1354 |
role-playing requires whatever degree of plausibility is necessary to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1355 |
support the respective GNS goal. Reinforcing it can be a valid feature |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1356 |
of some Simulationist play and design (just as of some Narrativist and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1357 |
some Gamist play), when that matters for specific goals for that play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1358 |
But to reverse it, to claim that the play itself exists at the service |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1359 |
of the "realism" among the components of the game, is madness, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1360 |
especially for Simulationist play - such a statement presents a quagmire |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1361 |
of debate much like "balance" or "story." |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1362 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1363 |
Another common problem is rules-bloat, which usually creeps into |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1364 |
Simulationist game text as a form of anti-Gamist defense. I suggest that |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1365 |
adding more layers to character creation is a poor idea, as it only |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1366 |
introduces more potential points of broken Currency. I suggest instead |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1367 |
that the most effective "defense" is to avoid ratios in one's layering, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1368 |
as in Godlike. More generally, beyond a certain point, anti-Gamist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1369 |
defensive rules design has a negative effect: given an increased number |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1370 |
rules and punctilios, players simply punt in terms of understanding the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1371 |
system, and the GM has to "be" the entire game. This is exceptionally |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1372 |
difficult in games like Rolemaster or GURPS (perhaps less so in Dread or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1373 |
Call of Cthulhu). Therefore the effort - to preserve the integrity of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1374 |
the Simulationist experience - often backfires as play gets harder and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1375 |
more full of speed-bumps rather than easier. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1376 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1377 |
Rules-bloat can also result from the design and writing process itself. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1378 |
Cogitating about in-game causes can transform itself, at the keyboard, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1379 |
into a sort of Exploration of its own, which results in very elaborate |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1380 |
rules-sets for situational modifiers, encumbrance, movement, technology, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1381 |
prices of things, none of which is related to actual play of the game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1382 |
with actual people. During the writing process, "what if" meets "but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1383 |
also" and breeds tons of situational rules modifiers. When this effect |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1384 |
hits Currency, you get tons of layering in the form of prerequisites and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1385 |
nuances of described competency (e.g. Awful vs. Really Bad vs. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1386 |
Mediocre). The result is often what I like to call Paying to Suck, which |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1387 |
is to say that character creation includes paying many points merely for |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1388 |
the character to be bad or barely-adequate at things. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1389 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1390 |
My recommendation is to know and value the virtues of Simulationist |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1391 |
play, specifically refined toward the goals of a particular subset (as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1392 |
listed or make up your own), and to drive toward them with gusto. Don't |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1393 |
spin your wheels defending your design against some other form of play. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1394 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1395 |
Conclusions |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1396 |
For play really to be Simulationist, it can't lose the daydream quality: |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1397 |
the pleasure in imagination as such, without agenda. For game design to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1398 |
promote this goal, it must be openly valued and its virtues articulated, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1399 |
not assumed (as it often is) to be "good role-playing" by anyone's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1400 |
standards and hence left unstated. Design should be inspiring and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1401 |
elegant in its own right, promoting the desire to see this Setting or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1402 |
Character unfold, or to see this System do its stuff. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1403 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1404 |
I now offer a couple of points that are probably going to draw some |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1405 |
objections. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1406 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1407 |
It's a hard realization: devoted Simulationist play is a fringe |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1408 |
interest. It is not the baseline or core of role-playing, which is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1409 |
Exploration. (Here is where my interpretation of the Scarlet Jester's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1410 |
Exploration differs the most from his original presentation.) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1411 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1412 |
Quite a bit of role-playing theory and design has taken a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1413 |
training-wheels approach, especially using Purist for System games like |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1414 |
GURPS, in the assumption that role-playing at the Simulationist "level" |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1415 |
or "type" is the necessary skill to develop or grow to any other type. I |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1416 |
think this is both misguided and patronizing toward Simulationist play, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1417 |
but even worse, it has the opposite effect on new players: selective |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1418 |
culling-out of people who bring developed Gamist or Narrativist agendas |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1419 |
to the activity. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1420 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1421 |
Another good question is whether the claim is valid that role-playing |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1422 |
has been "Sim-dominated" through its history, whether in play or in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1423 |
design. Regarding play, I think all the evidence points to all the GNS |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1424 |
modes, and much diversity within those modes, being present since the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1425 |
beginning of the hobby. Regarding design and publishing, I think that we |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1426 |
need to distinguish between Simulationist elements vs. coherent design - |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1427 |
the former have certainly been widespread, but mainly in incoherent |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1428 |
games, with AD&D and Vampire as the chief examples. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1429 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1430 |
The Hard Question |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1431 |
Well, here it is. Before getting bent out of shape, remember that each |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1432 |
mode is gonna get one of these. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1433 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1434 |
Role-playing is a hobby, leisure activity. The real question is, what |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1435 |
for, in the long term? For Simulationist play, the answer "This was fun, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1436 |
so let's do it again," is sufficient. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1437 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1438 |
However, for how long is it sufficient? Which seems to me to vary |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1439 |
greatly from person to person. Is the focus on Exploration to be kept as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1440 |
is, permanently, as characters and settings change through play? Some |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1441 |
say "sure" and wonder what the hell I'm talking about, or perhaps feel |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1442 |
slightly insulted. Or, is Drift ultimately desirable? Is play all about |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1443 |
getting "it" to work prior to permitting overt metagame agendas into the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1444 |
picture? Some might answer "of course" and wonder why anyone could see |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1445 |
it otherwise. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1446 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1447 |
So! Is there an expected, future metagame payoff, or is the journey |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1448 |
really its own reward? Is Simulationist play what you want, or is it |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1449 |
what you think you must do in order, one day, to get what you want? |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1450 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1451 |
I judge nothing with these questions. I think that they're important to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1452 |
consider and that answers are going to vary widely, that's all. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1453 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1454 |
Glossary |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1455 |
Most of the jargon in the essay is defined in "GNS and related matters |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1456 |
of role-playing design." Most of the following are some terms that have |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1457 |
arisen during the discussions since then. Some of them (the ones without |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1458 |
links) are defined in the essay and repeated here for clarity. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1459 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1460 |
Abashed |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1461 |
Game design which displays features of one or more GNS modes that, in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1462 |
their applications, are operationally contradictory. It is a minor |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1463 |
form of Incoherence. However, an Abashed design is easily correctable |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1464 |
by ignoring or altering isolated portions of the rules (minor Drift); |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1465 |
typically, extremely coherent play can result in either of the modes |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1466 |
involved. However, this also means that two groups will effectively |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1467 |
be playing completely different games. See [10]Abashed Vanillaism and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1468 |
[11]my review of Little Fears. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1469 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1470 |
Currency |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1471 |
The exchange rate among different components of characters - their |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1472 |
Effectiveness values, their Resources, and their Metagame properties. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1473 |
In many games, Currency is explicit in terms of character points, but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1474 |
it is present in any and all role-playing games. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1475 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1476 |
DFK |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1477 |
Short for Drama, Karma, and Fortune, as originally presented in the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1478 |
game Everway and adopted by me. The terms refer to the resolution |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1479 |
mechanics of a given game, which may include any combination or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1480 |
blending of the three. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1481 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1482 |
El Dorado |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1483 |
Originally, used to indicate the search for a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1484 |
Simulationist-Narrativist hybrid mode of play, with the Narrativism |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1485 |
being the main priority; more recently, it has come to mean |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1486 |
Transition from Simulationist to Narrativist play without noticeable |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1487 |
Drift in the rules-use. See [12]Simulationism and Narrativism under |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1488 |
the same roof and [13]El Dorado. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1489 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1490 |
Fortune-at-the-End |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1491 |
Employing a Fortune mechanic (dice, cards, etc) following the full |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1492 |
descriptions of actions, physical placement, and communication among |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1493 |
characters. See "Fortune in the Middle" and associated links. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1494 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1495 |
Fortune-in-the-Middle |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1496 |
Employing a Fortune mechanic (dice, cards, etc) prior to fully |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1497 |
describing the specific actions of, physical placement of, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1498 |
communication among characters. The Fortune outcome is employed in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1499 |
establishing these elements retroactively. This technique may be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1500 |
employed with the dice/etc as the ultimate authority of success or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1501 |
failure (e.g. Sorcerer) or with the dice/etc outcome being |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1502 |
potentially adjusted by a metagame mechanic (e.g. Hero Wars). See |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1503 |
[14]my review of Hero Wars, see also discussions in the [15]Alyria |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1504 |
forum. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1505 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1506 |
Hybrid |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1507 |
A game whose rules include facilitating elements for more than one |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1508 |
mode of play. Observed functional hybrids to date include only two |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1509 |
GNS modes rather than all three, and one of the modes may be |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1510 |
considered primary or dominant, with the other playing a supportive |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1511 |
role. See [16]my review of The Riddle of Steel. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1512 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1513 |
IIEE |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1514 |
Short for Intent, Initiative, Execution, and Effect, referring to the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1515 |
relationship between announcements of action by real people and the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1516 |
establishment of those actions into the shared imaginary game-world. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1517 |
See [17]The four steps of action and [18]What is IIEC?. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1518 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1519 |
Illusionism |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1520 |
A mode of story creation by the GM in which his or her decisions |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1521 |
carry more weight than those of the players, in which he or she has |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1522 |
authority over rules-outcomes, and in which the players willingly or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1523 |
unwillingly do not recognize these features. See [19]Illusionism: a |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1524 |
new look and a new approach and [20]Illusionism and GNS for a more |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1525 |
complete definition and associated discussions. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1526 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1527 |
The Impossible Thing Before Breakfast |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1528 |
"The GM is the author of the story and the players direct the actions |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1529 |
of the protagonists." Widely repeated across many role-playing texts. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1530 |
Neither sub-clause in the sentence is possible in the presence of the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1531 |
other. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1532 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1533 |
Layering |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1534 |
The relationship between the initial numbers derived for a character |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1535 |
(e.g. attributes) to the numbers eventually used most commonly in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1536 |
play (Effectiveness Values; e.g. combat to-hit values). The more |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1537 |
steps of derivation, the more the system is said to be layered. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1538 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1539 |
Points of Contact |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1540 |
The steps of rules-consultation, either in the text or internally, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1541 |
per unit of established imaginary content. This is not the same as |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1542 |
the long-standing debate between Rules-light and Rules-heavy systems; |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1543 |
either low or high Points of Contact systems can rely on strict |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1544 |
rules. See [21]Vanilla and Pervy, [22]Pervy in my head, [23]Cannot |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1545 |
stand cutesie-poo terms, [24]Pervy Sim, points of contact, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1546 |
accessibility. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1547 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1548 |
Roles, "role levels" |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1549 |
(1) The player's social role in terms of his character - the mom, the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1550 |
jokester, the organizer, the placator, etc. (2) The character's |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1551 |
thematic or operational role relative to the others - the leader, the |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1552 |
brick, the betrayer, the ingenue, etc. (3) The character's in-game |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1553 |
occupation or social role - the pilot, the mercenary, the alien |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1554 |
wanderer, etc. (4) The character's specific Effectiveness values - |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1555 |
armor rating, weapon attributes, specific skills and their values, |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1556 |
available funds, etc. See [25]The class issue and all internal links. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1557 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1558 |
Social Context |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1559 |
How role-playing as an activity relates to one's social life in |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1560 |
general. Currently, the idea is that most functionally, one's "People |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1561 |
one likes" box is biggest, one's "People I like hanging with" box is |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1562 |
within that, and one's "People I game with" box is within that, but |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1563 |
that typically people reverse the boxes entirely. See [26]Social |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1564 |
Context, [27]Self-image, [28]Gay culture / Gamer culture, [29]What |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1565 |
does role-playing gaming accomplish?, [30]Christian gamers and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1566 |
self-esteem, and [31]Sexism in gaming. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1567 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1568 |
Social Contract |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1569 |
The interactions, emotional connections, logistic arrangements, and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1570 |
expectations among the members of a role-playing group, relative to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1571 |
the role-playing activity. It includes both verbalized and |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1572 |
non-verbalized components of these things. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1573 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1574 |
Transition |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1575 |
Theoretically, shifting from one GNS mode to another (in the large |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1576 |
sense, in terms of the overall goals of play for everyone) without |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1577 |
Drifting the rules. Scattershot, in development, is designed with |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1578 |
Transition in mind. See the [32]Scattershot forum with reference to |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1579 |
threads begun by me. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1580 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1581 |
Transparency |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1582 |
Rules design that does not call attention to the rules in operation; |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1583 |
highly controversial. See [33]Transparency and [34]Transparency |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1584 |
again. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1585 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1586 |
Turku role-playing (Elaaytyjivism) |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1587 |
A mode of play first presented as a manifesto, in which in-character |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1588 |
feeling and thinking is given the highest priority, to such an extent |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1589 |
that even communicating the experience to others is secondary. By my |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1590 |
terminology, Simulationism, Character Exploration, mainly Drama or |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1591 |
low Points-of-Contact Fortune mechanics, highly reinforced through an |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1592 |
explicit Social Contract. The main site is not available, but see |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1593 |
[35]LARP manifesting in The LARPer magazine. See also the [36]Dogma |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1594 |
99. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1595 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1596 |
Vanilla/Pervy |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1597 |
Now-obsolete terminology to describe game-play in which the GNS mode |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1598 |
is easily-accessible and requires few if any complex rules-techniques |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1599 |
(Vanilla) vs. game-play in which the techniques are highly strictured |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1600 |
for the mode. Now replaced by the concept of Points of Contact, which |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1601 |
concerns the degree to which System is Explored. See [37]Vanilla |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1602 |
Narrativism and the more recent links listed under "Points of |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1603 |
Contact" above. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1604 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1605 |
The Forge created and administrated by [38]Clinton R. Nixon and [39]Ron |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1606 |
Edwards. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1607 |
All articles, reviews, and posts on this site are copyright their |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1608 |
designated author. |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1609 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1610 |
References |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1611 |
|
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1612 |
Visible links |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1613 |
1. file:/// |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1614 |
2. file:///about/ |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1615 |
3. file:///donate.php |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1616 |
4. file:///articles/ |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1617 |
5. file:///reviews/ |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1618 |
6. file:///resources/ |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1619 |
7. file:/// |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1620 |
8. mailto:sorcerer@sorcerer-rpg.com |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1621 |
9. file:///files/mongrel.pdf |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1622 |
10. http://www.indie-rpgs.com/forum/viewtopic.php?t=1397 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1623 |
11. http://www.indie-rpgs.com/reviews/review.php?id=8_0_5_0 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1624 |
12. http://www.indie-rpgs.com/forum/viewtopic.php?t=800 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1625 |
13. http://www.indie-rpgs.com/forum/viewtopic.php?t=1072 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1626 |
14. http://www.indie-rpgs.com/reviews/review.php?id=12_0_5_0 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1627 |
15. http://www.indie-rpgs.com/forum/viewforum.php?f=9 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1628 |
16. http://www.indie-rpgs.com/reviews/review.php?id=20_0_5_0 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1629 |
17. http://www.indie-rpgs.com/forum/viewtopic.php?t=774 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1630 |
18. http://www.indie-rpgs.com/forum/viewtopic.php?t=1273 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1631 |
19. http://www.indie-rpgs.com/forum/viewtopic.php?t=4217 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1632 |
20. http://www.indie-rpgs.com/forum/viewtopic.php?t=4232 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1633 |
21. http://www.indie-rpgs.com/forum/viewtopic.php?t=4299 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1634 |
22. http://www.indie-rpgs.com/forum/viewtopic.php?t=4301 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1635 |
23. http://www.indie-rpgs.com/forum/viewtopic.php?t=4352 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1636 |
24. http://www.indie-rpgs.com/forum/viewtopic.php?t=4416 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1637 |
25. http://www.indie-rpgs.com/forum/viewtopic.php?t=2802 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1638 |
26. http://www.indie-rpgs.com/forum/viewtopic.php?t=4258 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1639 |
27. http://www.indie-rpgs.com/forum/viewtopic.php?t=4336 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1640 |
28. http://www.indie-rpgs.com/forum/viewtopic.php?t=4300 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1641 |
29. http://www.indie-rpgs.com/forum/viewtopic.php?t=4414 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1642 |
30. http://www.indie-rpgs.com/forum/viewtopic.php?t=4419 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1643 |
31. http://www.indie-rpgs.com/forum/viewtopic.php?t=4433 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1644 |
32. http://www.indie-rpgs.com/forum/viewforum.php?f=22 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1645 |
33. http://www.indie-rpgs.com/forum/viewtopic.php?t=1842 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1646 |
34. http://www.indie-rpgs.com/forum/viewtopic.php?t=1909 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1647 |
35. http://www.thelarper.org/archivearticles/edition_1/manifesto.html |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1648 |
36. http://fate.laiv.org/dogme99/en/index.htm |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1649 |
37. http://www.indie-rpgs.com/forum/viewtopic.php?t=1597 |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1650 |
38. mailto:webmaster@indie-rpgs.com |
|
90028d83d4ea
[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
fabien
parents:
diff
changeset
|
1651 |
39. mailto:sorcerer@sorcerer-rpg.com |