references/theory101-01.txt
author fabien
Wed, 24 May 2006 16:18:26 -0400
branchecjdr
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[svn] r2043@freebird: fabien | 2006-05-16 14:48:05 -0400 Add semantic.cache to ignored list.
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*Places to Go, People to Be* 	[Next Article] <narrativists.html>
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[Previous Article] <retro.html> [This Issue] <index.html> [Home]
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<../index.html>
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    Theory 101: System and the Shared Imagined Space
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*By M. Joseph Young*
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Not very long ago on a list I frequent, someone teased that they were a
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freeformer and as such did not use any system at all. I rather boldly
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responded, explaining in some detail what system is and does, and why
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freeform uses as much system as any other game, whether /Theatrix/ or
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/Fudge/ or /Rolemaster/. Someone else posted to the list, saying that my
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explanation of how role playing games work was rather depressing to him,
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and took a lot of the fun out of it.
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I'd never thought of that. Some people really don't want to know what
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makes role playing games work; they just want to play and have fun. It's
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like seeing what happens behind the curtain. Not everyone wants to know
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how the magician does his tricks.
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I can see that, to some degree. /Clash of the Titans/ is a wondrous
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adventure to someone who has no idea how it was done. Understanding Ray
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Harryhausen's use of stop-action miniatures may be fascinating for some
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of us, but it does take something out of the awe of watching the movie
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to see not the massive Gorgon rising from the deep but a twelve inch
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model superimposed into the scene. In the same way, some people love
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looking under the hood, as it were, of the games we play, understanding
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what they do and how they do it, while others just want to go for a
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ride. If you wanted to /make/ a movie, you would probably need to
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understand how such things are made; if you just want to enjoy watching
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one, it might be more fun to see the finished product without knowing
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how it was achieved. So too understanding how games work in fundamental
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ways may interfere with the fun of playing them for some people, but
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it's absolutely essential to knowing how to design them.
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If you don't want to know how role playing games really work, it's time
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to stop reading. There is absolutely no shame in not wanting to know the
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theory, of wanting to watch the magician saw the woman in half with no
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idea how the illusion works. We'll be looking behind the curtain at how
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these things are done, and why they work the way they do. If that
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interests you, read on.
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At the moment, a great deal of the most valuable role playing game
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theory is being done through an Internet web site forum called The Forge
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<http://www.indie-rpgs.com/>.Game designers there are building on the
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work of others, and theorists elsewhere such as northern Europe's Turku
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school of LARP designers <http://users.utu.fi/mijupo/turku/> have found
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their way there to participate in those discussions.The theoretical work
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is driven by the belief that better understanding of the theory will
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produce better games.Most of what is going to be presented in this
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series originated there or was expanded there.
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The concept that has emerged as possibly the single unifying and
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distinguishing feature of role playing games is that of the *Shared
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Imagined Space*. In essence, any group of players is making an effort to
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imagine the same events occurring in the same imagined setting. Of
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course, there are some discrepancies between individual images of this,
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but overall the game is able to proceed because there is a common
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understanding of what is happening, a shared agreement of the events of
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the game.
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Sometimes people challenge whether this shared imagined space actually
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exists. The easiest way to see that it is so is to consider what it
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would be like otherwise. Suddenly Bob's character is trying to out-draw
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Dead-Eye-Dan in the streets of Laredo while Ann is piloting her
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spaceship through the asteroid field and calling on Bob to target the
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pursuing enemy, while Jim sees them all attacking a dragon. While that
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starts to sound a bit like playing /Multiverser/, the fact is that even
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in that game there is a shared imagined space, an agreed set of events
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and setting elements and character actions which interact, although
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frequently on multiple stages. If we do not have that agreement, then we
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are not really playing together.
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How we come to that agreement is the heart of the concept of *system*.
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Vincent Baker <http://www.septemberquestion.org/lumpley/lumpley.html>,
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author of such innovative games as /Kill Puppies for Satan/, /Dogs in
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the Vineyard/, /Animals at Night/, and /Matchmaker/, is credited with
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first recognizing and stating what has become known as the *Lumpley
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Principle*: System is the means by which any group of players comes to
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agreement concerning the content of the shared imagined space.
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This principle is the reason freeform and Rolemaster ultimately have the
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same "amount" of system. In play, someone at the table makes a
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statement, system is then applied by the minds of the participants, and
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a consensus is reached as to how this has changed the content of what is
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being imagined. How it does that is different in the details with a
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mechanically complicated game such as Rolemaster as compared with a
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completely socially driven freeform game (a different kind of
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complexity), but in the essentials they are the same.
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What system does, fundamentally, is apportion *credibility*. That is, it
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provides the participants with the means necessary to gauge who has the
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right to make what statements about the shared imagined space, and who
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does not.
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For example, in traditional games, those participants we tend to call
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the players (or the "character players" for the sake of clarity) have
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the credibility to say what actions their characters are taking and what
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words they say. The one player responsible for "everything else", whom
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we will here call the referee but who has many names in many games, has
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the credibility to determine the success or failure of such actions and
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the consequences, the actions of antagonists and adversaries, and the
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general shape and situation in the world. We call this credibility
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because we all agree to believe statements made by these participants
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when those statements are within the extent of their credibility. We
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believe that what a player says about his character is true within the
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image we share, and that what the referee says about everything else is
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true. These are thus credible statements. Although there are exceptions
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even in traditional games, the limits on credibility usually follow
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these lines rather closely. A player could not say, "Suddenly I see a
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door to the right I had not previously noticed, and finding it unlocked
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rush through it to safety." Similarly, a referee could not normally say,
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"Your character draws his sword and rushes forward to attack the huge
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ancient red dragon." A player character who announced the presence of a
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door would in most games be ignored, as he does not have the credibility
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to insert such doors in the shared imagined world. Sometimes a referee
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can get away with statements of player character actions, but the
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players will expect that there is a good reason why under this
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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circumstance the referee is claiming the credibility to make such a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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statement, and in many groups the statement will be openly challenged
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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for that explanation.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Once this is understood, it becomes possible to change the way
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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credibility is apportioned.For example, /Universalis
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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<http://ramshead.indie-rpgs.com/>/ eliminates the referee entirely and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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instead provides a resource system through which players bid for control
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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of what happens.Numerous other independent games allow players to create
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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problems for themselves and for each other.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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As part of this, it has become clear that the referee is one of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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players. His role in the game is different from the others, but it is a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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role that can be defined by the game rules in many different ways.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Changing what the referee does, distributing aspects of that credibility
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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in different ways, has led to many challenging ideas in game design. We
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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also see that game play is an essentially social activity, built
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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entirely on defining the relationships between the members of the group
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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such that they know what to believe of what the others say and what they
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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are entitled to say themselves. Thus a role playing game system is a set
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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of specific modifications to the social contract of a group of friends,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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a sort of ritual in which they engage that has the specific function of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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creating this object of shared imagination. It is a means of relating to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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each other toward that end.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   147
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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In attempting to categorize different ways of distributing credibility,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Ron Edwards <http://www.adept-press.com/> has put forward the concept of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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*Stance*.The author of many games of which /Sorcerer/, /Trollbabe/, and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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/Elfs/ are the best known, Professor Edwards received the Diana Jones
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Award <http://www.dianajonesaward.org/> for his contributions to game
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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design.Stance refers to the relationship between a player, his
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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character, and the rest of the shared imagined space, and provides
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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general categories within which specifics may vary from game to game or
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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group to group.The four major stances are Pawn, Actor, Author, and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Director.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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   158
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Pawn stance is rather simple to understand. The character is a token
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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used by the player to act within the game world. Like a /Monopoly/ or
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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/Parchessi/ piece, no one cares whether the actions of the character
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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make sense. What matters is that the character does what the player
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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wants within the world.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Actor stance approaches the world solely through the character, but also
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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solely through the character's perceived desires and personality. This
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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is the approach to play in which much depends on what the player
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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believes the character would "really" do, if he were a real person in
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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that situation, and is closely associated with the concepts most people
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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call immersion. Actor stance springs from the perceptions and thoughts
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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attributed to the character, and limits the player's credibility to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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control over that character and the impact that character can
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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realistically have in the world.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Author stance is in some ways a complicated fusion between Actor and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Pawn. In this case, the player is still controlling the character only;
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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however, the player is permitted and even expected to use his own
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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knowledge and desires in making character decisions, while at the same
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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time providing justification after the fact for why this is what the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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character would have done. For example, we have the brash uncouth
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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fighter who is always getting in brawls, but suddenly the player decides
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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that he wants play to move toward an alliance between the fighter and a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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particular non-player nobleman, so when they meet he chooses not to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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fight even though everyone expected him to do so. He justifies this by
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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stating that his character was for once impressed by someone of noble
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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bearing, or that the character was suddenly smitten by the Duke's lovely
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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daughter and so out of character at that moment. What matters here is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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that the player is allowing his own knowledge and desires control the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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direction the story takes, but is doing so by controlling his character
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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and creating reasons for the character to have done what the player
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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wished. It is thus like Actor stance to the degree that the player
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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controls only his character and does so in a way that preserves
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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character integrity, but like Pawn stance in that the player uses the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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character to accomplish player goals, not character goals, to the degree
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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that these differ.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Director stance is fairly simple to understand but shocking to accept by
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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most players. It means that the character players have credibility to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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create bits in the shared imagined space that are outside the control of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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their characters. In essence, it gives a great deal of credibility
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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traditionally reserved for the referee to the other players. Yet it is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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something that nearly all role players have used to some degree.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Imagine for a moment that a player character has just entered a room.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The referee states that it looks like a woman's bedroom. The player then
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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says that his character will move to the dresser and examine the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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knick-knacks on it. Note that the referee never stated there was a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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dresser, or that there was anything on it; the player made the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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diff changeset
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assumption that a woman's bedroom would have a dresser, and that a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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woman's dresser would have something sitting atop it that was
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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decorative. He then made the assertion incidentally that such things
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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existed, and requested more information about them. That is a very
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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limited example of director stance. The majority of games would extend
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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sufficient credibility to the player to make such statements. If the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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player did not have that much credibility, he would have to ask whether
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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there was a dresser, whether there was anything on the dresser, and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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possibly whether there was anything preventing him from moving to the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   218
dresser to get a better look, in each case awaiting confirmation by the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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referee, who is the only person with the credibility to place such
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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objects in the shared imagined space. Going the other direction, a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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player with more credibility might state that he was opening the top
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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drawer, rifling through the lady's undergarments, and finding a wrapped
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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packet of correspondence that looked like it might be love letters,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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which he pockets for future examination. Again, none of that is in the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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referee's statement of the contents of the room, but a player might have
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   226
sufficient credibility to create those elements, as they are consistent
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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with what is given.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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parents:
diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Given sufficient credibility, a player could create the side door
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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through which he escapes. That is the concept of director stance.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   231
Referees do it all the time, but there is no inherent reason why players
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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could not do it.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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It should be said that there is no right or wrong stance, no better or
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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worse way to play. There are only individual preferences of how to do
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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things and practical considerations in how to make any particular game
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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work. All of these stances are the right choice for some type of role
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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playing game. It might or might not be a type you would enjoy, but
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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people do enjoy playing in games that do these various things.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Of course, if system is all about apportioning credibility, what then
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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are rules? Are the baker's dozen books of /Original Advanced Dungeons &
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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Dragons/ completely meaningless? Is there no difference at all between
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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/Aftermath/ and /Amber Diceless/? Are those who work to create new games
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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wasting their efforts in view of the fact that the rules in the book are
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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not the system?
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The relationship between rules and system took some time to develop, and
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is difficult to understand. Rules have *authority*, or perhaps more
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precisely are authorities. They are authorities in the same sense that
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case law is an authority for courts, or that scriptures are authorities
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for religions: the people involved refer to these and invoke them in
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support of their statements, and so increase the credibility of those
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statements.
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Thus for example a player running a ranger in /Dungeons & Dragons/ might
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say that his character was going to use his tracking ability to identify
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which way the opponent went. Probably this would be accepted as within
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the credibility of the player. However, if the referee were unaware that
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the ranger had tracking skill, the player could point to the section of
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the rules in which tracking skill is identified and explained and so
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give credibility to his stated action.
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Note that rules do not have credibility. They cannot make statements of
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themselves, but must be cited by a person with credibility. Further, the
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authority of the rules is subject to the credibility of persons involved
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in the game. Can the ranger track an opponent across the ocean floor?
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Someone has the credibility to decide whether the rules apply, and how
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they are to be understood. There may be a rule somewhere in the books
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that covers this situation, but if no one uses it, it is not part of the
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system, as it does not influence what is mutually imagined.
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Once we recognize that rules are authorities used to support the
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credibility of statements made by people, it is a short step to realize
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that everything else outside the minds and statements of the people is
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at best another authority. The dice are not part of the system, but
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rather an authority to which someone appeals in determining an outcome.
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Whether the referee can ignore the dice or not is part of the system;
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whether the players can force him to follow the dice is part of the
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system; but in using the dice, we are appealing to the authority of the
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dice. This applies also to charts and tables, character papers, world
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descriptions, modules and supplements, and the wealth of other
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informational supports we use in play. We are using the real system of
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the game whenever we decide what happens in our imagined reality; if we
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use dice, or charts, or ability scores, or skill ratings, we are
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appealing to authority to support those decisions, but it is still
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always we the players who decide.
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In the end, a role playing game is a conversation between a group of
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people in which they describe to each other certain imagined events that
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they create as they describe them. Everything else that we see as part
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of the game exists to support that activity, and to determine whose
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statements about what happens will be accepted by everyone.
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If your reaction to that is, /Is that all there is?/ you have my
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condolences. In a sense, yes, that is all there is. However, that is the
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most powerful secret of game design that has yet been uncovered, and to
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the degree that you can understand, support, and exploit this central
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concept, you can design or play a great game.
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------------------------------------------------------------------------
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/M. Joseph Young is author game books and novels for Multiverser: The
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Game <http://www.mjyoung.net/publish>, and a prolific contributor to
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role playing game literature. Among his online work is his long-running
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/Game Ideas /Un/limited/ series at Gaming Outpost
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<http://www.gamingoutpost.com/>, /Faith and Gaming/ series in the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Chaplain's corner of The Christian Gamers Guild
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<http://www.geocities.com/christian_gamers_guild/>, and the three-part
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/Law and Enforcement in Imaginary Realms/ in this e-zine, beginning with
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/The Source of Law <http://ptgptb.humbug.org.au/0009/law01.html>/ in
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issue nine./
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[Next Article] <narrativists.html> [Previous Article] <retro.html> [This
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Issue] <index.html> [Home] <../index.html>
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        /Copyright © 2005 Places to Go, People to Be/, all rights
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        reserved. May be reproduced for non-commercial use. Refer to the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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        copyright page <../copyright.html> for full details. Email us:
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        editors@ptgptb.org <mailto:editors@ptgptb.org>.
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Click to Go Back <index.html>
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