| author | fabien |
| Wed, 30 Aug 2006 21:32:44 -0400 | |
| branch | ecjdr |
| changeset 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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The Internet Home for Independent Role-Playing Games |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Forge [5]Reviews | [6]Resource Library | [7]Forums |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Applied Theory |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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by [8]M.J. Young |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Introduction |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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There are among gamers those who like to theorize, to attempt to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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understand and explain our hobby, why we do what we do, and why it works |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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when it does. For some gamers, this makes no sense. We play to have fun; |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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we design games in whatever way seems to be the most fun. Some despise |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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theory, and see no use in it. If you have no use for theory, then this |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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material's only offering is that perhaps someone else might. I am among |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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those for whom theories are fundamental, so I would be interested in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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theories if they had no practical value to anyone. However, since I |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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think that theory is the foundation for action, I can't imagine any |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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theory that would have no practical application. I am thus exploring the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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practical application of role playing game theory. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Specifically, I'm looking at the theory commonly known as GNS. This |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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theory suggests that role play styles divide into Gamists who enjoy |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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facing the challenges of play, Narrativists who enjoy great stories that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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involve themes or issues, and Simulationists who seek to know what |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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another reality might be like. The theory, which owes much to many |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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people over many years including the discussions on the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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rec.games.frp.advocacy newsgroup, first took this form with these names |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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when formulated by Ron Edwards in his article [9]System Does Matter, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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originally published on [10]Gaming Outpost, but since lost and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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republished at The Forge. Mr. Edwards has expanded on this theory with |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[11]several other articles, and debates and discussions of the details |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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have been held on the forums of several gamer web sites. Periodically in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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those discussions, someone suggests that the theory isn't much use, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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because it doesn't tell you how to design a better game. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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In response to this, it can be and often is answered that this is not |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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really a theory about how to design games. It's a theory about what |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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gamers are seeking when they play, and as such has its most effective |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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application as a diagnostic tool for play groups that seem to be |
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internally at odds. In this context, if we have players who are trying |
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to get different things out of the game, having some terminology and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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definitions by which to discuss what each is seeking can be invaluable |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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in resolving conflict. If all GNS theory did was resolve such conflicts, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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it would be valuable. However, one cannot read so much as the title of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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that first article, System Does Matter, without absorbing the idea that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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game design itself is part of the problem, and therefore could be part |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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of the solution. Those who are asking how to do narrativist, or gamist, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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or simulationist design are asking valid questions; the answers |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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generally given to these budding designers have been inadequate, as they |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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in essence amount to telling people to design whatever they like and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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then test it through play to see how it works. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Answers need not be quite so nebulous in this area. Once the theory is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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understood, there are aspects to it which suggest practical approaches |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to designing consistent games that support particular sorts of play. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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This isn't about rules heavy versus rules light design, or about setting |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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detail, or even about things like whether you play your character in the |
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first person or the third person or have control over things beyond the |
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character. It's about how to create games which support and facilitate |
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one approach to play under the theory. Once you have the basic concept |
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of a game idea, application of the theory can greatly aid many of the |
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design details. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Game design has many areas; no one area will completely control how the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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game is played, nor is it necessary for design priorities to be |
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considered in relation to all of these areas to be effective. The social |
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context of the gaming group playing the game can have a significant |
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impact on whether the game works at all, and whether it is played as |
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designed. Once it is agreed that a particular group of players is |
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interested in playing a particular kind of game, designing to that |
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desire need not be so mysterious as some imply. Character generation, |
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resolution mechanics, credibility distribution, advancement, and rewards |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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are some of the aspects of design through which particular GNS |
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preferences can be facilitated, and designers can devise approaches to |
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each of these through such considerations long before test play begins. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Underpinning this article, which will be somewhere on the edge between |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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theory and practice, is this basic principle: conduct will be preferred |
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if it is rewarded, and avoided if it is penalized. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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There's a lot to cover, so coverage will of necessity be sketchy; |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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however, it is hoped that this will provide some foundation for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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practical applications of the theory to game design. |
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Character Generation |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Nearly all role playing games include a section on how to create a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character. Very few give more than a line or two to considering what you |
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are creating when you do so. Failure to consider this aspect leads to |
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design problems; in GNS terms, an understanding of what you are creating |
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is far more important than how you are creating it. Put another way, if |
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you know what you're creating, how to do that will more often than not |
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fall into place. Too many games create characters without thought to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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what they are. Characters are not really people; they are functional |
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components of a game world which are manipulated by players to achieve |
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goals. They are, in a word, tools. It is at this point in play that you |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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are attempting to guide the players into designing the right tools. |
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Put that way, it becomes obvious that GNS considerations are very |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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important to the question of what you are designing. If you guide the |
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players into designing hammers, they're going to wind up with tools that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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are very good for hitting things; if you want them instead to write |
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stories, you need to have them design pens. You need the right tool for |
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the job; if you don't have it, there will be a tendency to try to make |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the job fit the tool. |
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108 |
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So what kinds of tools are needed for the major types of jobs? |
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110 |
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Gamist tools are easy to recognize and easy to design. A gamist |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character has to be up to the challenges which lie ahead. What that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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means in detail depends on the nature of the game in play and the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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preferences of the designer. Some gamist characters can be extremely |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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focused on the central challenges of the game. Combat is the most common |
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example of this, and a character's effectiveness in a certain type of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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gamist design would be measured by his abilities to deal damage and |
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survive damage, to stand up to the fight. In a very different sort of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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game, racing could be the challenge, and character design would be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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narrowly about how fast the character is without reference to much else. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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However, skill-driven games can also have a strong gamist design |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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foundation, if the skills are geared to meet potential in-game |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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challenges. Driving or piloting skill, medical skill, hacking, picking |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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locks, and hiding are all candidates for gamist design, because they are |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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there to provide the player with options, ways to beat challenges |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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presented in play. |
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127 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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That's not to say that narrativist characters can't have either power or |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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skills; they can. However, narrativist characters need to be connected |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to the world. They need to be built such that things matter to them, and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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they matter to things. |
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132 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Just as there are multiple ways to design a character effective against |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the challenges ahead, so too there are multiple ways to integrate a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character into the world. Creating relationships with other characters |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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is a valuable factor; giving the character beliefs or principles which |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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will be challenged by events is also useful. Character history and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character goals might matter, provided these are of a sort from which |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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issues arise. A long-standing feud might be merely fodder for another |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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fight; done right, it might become an issue for exploration. To build a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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narrativist tool, you should have something that is already tied in to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the ideas you hope to explore. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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143 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Simulationist tools are perhaps the most difficult to see or to design. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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There is a sense in which no words which describe a simulationist |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character don't apply equally well to another sort. He must be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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effective, able to change his world; but then, gamist characters must be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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effective in that sense. He must be human, seeming like a real person; |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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this is true of narrativist characters, certainly. Perhaps the most |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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important characteristic of a simulationist character is that he must be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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accurate, that is, he must clearly express something real and credible |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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within the setting such that he has exactly the amount of impact on |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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events and persons around him that he should have, no more and no less. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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154 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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This does not mean and should not be confused to mean that a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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simulationist character is more detailed than any other. A simulationist |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character could have history, principles, character, goals, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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relationships, skills, and all the things that support other forms of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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play; he could as easily be three numbers on a statistics sheet defining |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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his effectiveness. What matters is that he is given form as an |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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integrated part of the world, where he fits as if he were born and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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raised within it. To understand him is to understand the essentials of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the world in which he lives, and vice versa. He is what he is, and in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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some sense not what anyone outside his world wants him to be. He is in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the world and of the world, and as a tool he reveals the world to us |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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through himself. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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167 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Now that we've got some idea of what kind of tool, what sort of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character, we're trying to create, how do we create him? Do we use point |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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systems for gamist characters, lifepaths for narrativists, and dice for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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simulationists? Wrong on all counts. Those methodological considerations |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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in themselves have nothing to do with what we are creating. You can |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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create any sort of character with any of them. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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174 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Take lifepaths for an example. We could start a character in his teens |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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and move him, by a combination of die rolls and choices, through |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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military training, education, private sector work, and other areas |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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through which he builds up skills that prepare him for the challenges |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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which will come. We might instead start a character younger, take him |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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through his early years, develop school friends, relationships, family |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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connections, life partners, coupled with the sort of moments that form |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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opinions and beliefs, and so derive someone ready to explore the themes |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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of the game. We could have a much broader selection of options, creating |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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characters who have far less focus and more breadth of background and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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experience, who thus feel more real, as the tools we will use to explore |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the world. The idea of using lifepaths didn't matter; it was the way we |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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used them that made the difference. It isn't how you build the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character, but what kind of character you build. You'll certainly have |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to adjust the character generation system to build the right sort of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character, and you might find that you have more luck making one |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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mechanic type work than another for what you wish to do, but the answer |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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isn't so much in the type of mechanic as in the targeted result. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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193 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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194 |
I make some suggestions on character generation systems in [12]Game |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Ideas Unlimited: CharGen (which gives some general thoughts and focuses |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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on freeform design) and [13]Game Ideas Unlimited: Negative Points (ways |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to smooth out some of the problems in dice and points systems). |
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198 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Resolution Mechanics |
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200 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Mr. Edwards has said that system within a game is the equivalent of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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time. To understand this, you have to understand something about time: |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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it is the medium for change. Without time, nothing changes. In the game, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the system determines what happens, what changes; without it, nothing |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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changes. Thus the system determines and controls change, and therefore |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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is effectively time for the imagined world. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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207 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Yet this, too, can be very important in supporting or impeding GNS |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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preferences. How outcomes are resolved matters very much. |
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Although it has been said many times, it is worth saying again that |
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diceless systems don't in themselves support narrativist play. They may |
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be used for narrativist play, but they may equally be used for gamist or |
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simulationist play. So, too, such general matters as dice pools, bell |
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curves, granularity, and the other aspects of system which garner so |
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much discussion (particularly from system monkeys) are not in themselves |
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relevant to GNS concerns. As with character generation, it is what you |
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do that matters, and not these questions of how you do it. |
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What are you attempting to do? The function of system is to provide the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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medium for change; more specifically, resolution mechanics are there to |
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empower players to make the kinds of changes they wish to make within |
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the game world and to interact with the consequences. To the gamist, |
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resolution mechanics are in a sense both the obstacles to overcome and |
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the means by which to overcome them. To the narrativist, they are the |
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means by which the theme impacts the character and the character |
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addresses the theme. In simulationist play, these are both the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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limitations on change and the power to explore it. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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For gamist mechanics, you want something resolute; there usually needs |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to be clear victory conditions, clear failure conditions. It also helps |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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if the system is responsive to player choice, that is, if there are ways |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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that the player, through his character, can impact the probability of |
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success. This could arise from strategy, or from skill or equipment |
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choice, or from any decision which should and does give the character an |
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advantage. Few things are more frustrating to gamist play than for the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character to do things that seem to the player to make sense as ways to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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improve the odds, only to have these amount to no effect. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Even unrealistic strategies are helpful as gamist tools. A game that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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gives combat bonuses for sound, conservative defensive strategy can be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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very gamist, but so can one which gives combat bonuses for brash and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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brazen boldness, charging, screaming, doing over-the-top stunts. What |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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matters is not how the bonuses are earned, but that in fact it is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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possible to manipulate the chance of success through character choices. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Although combat is the example here, it should not be thought that it's |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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only in combat that such things matter. If a character can improve his |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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chance to pick a lock or hack a computer or repair a wound by taking |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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particular actions, this gives support to gamist play. There is a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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challenge to meet. The resolution system will tell whether or not the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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player succeeded, with certainty, but the player has the ability to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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tweak his chance of success through his approach to the problem. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Although it may sound strange to say that a resolution mechanic need not |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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be resolute, for narrativist play it is often better that it not be. A |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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gamist wants to know whether he succeeded or failed; a narrativist wants |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to know whether his efforts had an impact. In a combat mechanic for the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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use of guns, it is quite sufficient for a gamist system to determine |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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whether the shot hit the opponent and how severe the injury is; for a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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narrativist system, things are probably a lot fuzzier (from a certain |
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perspective). The shot should have the power to frighten the opponent |
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and cause him to flee, for example. From the gamist perspective, that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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would be a miss; from a narrativist perspective, that's a success. Thus |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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it helps narrativism if the resolution mechanic provides more of a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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degree of success rather than a strict success/failure determination. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Simulationism wants to know what would actually happen, given the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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assumptions of the setting. That doesn't mean realistic, in the ordinary |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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sense; it means believable within the bounds of the imagined world. A |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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fighter putting his spear in the ground and then using it as a bracing |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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point as he runs across the chests of his adversaries kicking them is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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not terribly realistic, but it does fit the imagined reality of a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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certain sort of world, and thus could be incorporated into simulationist |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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play in that world. In fact, if it has been established that a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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particular fighter can do that, simulationist play would dictate that he |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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do so in any situation in which that would be the obvious response, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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unless there is reason to think he would do something else at that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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moment. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Thus resolution mechanics which support simulationist play are those |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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which make outcomes correct within the setting. Much as with |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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narrativism, this is often served by some form of relative success and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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relative failure, a determination of how well the character did; but |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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like gamism, this generally needs to be resolute. A simulationist |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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doesn't just want to know that he missed; he wants to know how close he |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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came to hitting. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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It might help put the entire question of resolution mechanics in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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perspective by imagining that a character runs, perhaps fleeing from an |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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attacker. The gamist wants to know whether he ran fast enough. The |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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narrativist wants to know how running mattered. The simulationist wants |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to know how fast he ran. Although in a sense, all three are concerned |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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about escaping the adversary, they view this in different ways. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Credibility Distribution |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Before anything can be said about credibility distribution, some |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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explanation of what this means is important. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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In roleplaying theory, it is recognized that there is within the game a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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shared imagined reality in which actions occur. Players, including the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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referee, contribute to the content of this reality through statements |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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made to each other. These statements amount to, "This is what I want to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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have happen in our shared imagined world." |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Of course, player statements may be contradictory; after all, players |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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have different aims. Bob's character and Bill's character might get into |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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a fight, and Bob might say that his character hits Bill's in the nose, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to which Bill answers that his character ducks that punch and knocks |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Bob's to the floor. Now we need to know what actually happens in our |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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shared imaginative space, or we're no longer imagining the same reality. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Game systems must apportion credibility to address these issues. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Credibility is the degree to which any person at the table has the power |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
315 |
to define what is happening in the shared space. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
316 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
317 |
You might think that in traditional games, only the referee has |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
318 |
credibility. That is incorrect. All players have a measured amount of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
319 |
credibility. The referee rarely is able to say what actions any player's |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
320 |
character would take--only whether he succeeded in that action. Thus |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
321 |
non-referee players have credibility, too, even in such games, as they |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
322 |
get to state what their characters attempt. Credibility means someone |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
323 |
gets to decide what rules apply to the situation, when resolution |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
324 |
mechanics are used, what the dice mean, and ultimately what happens in |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
325 |
the shared space; it also means stating what actions characters are |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
326 |
attempting, what they are saying to each other, and how they are |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
327 |
reacting. Credibility is always shared. The issue is how it is shared. |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
328 |
|
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
329 |
This is sometimes confused with something called narration rights, that |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
330 |
is, who gets to describe the scene. There is some connection between the |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
331 |
two, but it is not absolute. For example, a game could state that each |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
332 |
player at the table is allowed to contribute one fact which must be |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
333 |
included in the outcome of the event, and then the player who has the |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
334 |
narration rights must state what happened in such a manner that all of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
335 |
these facts are included. He himself might not have determined anything |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
336 |
that happened despite narrating all of it. In most instances, narration |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
337 |
rights include credibility; yet even in games which pass narration |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
338 |
rights around, it may be the case that the referee can veto something |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
339 |
stated in the narration if it goes counter to something known to him but |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
340 |
not revealed to the players. |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
341 |
|
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
342 |
Gamist play is best supported in most cases by narrowly and clearly |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
343 |
delineated credibility. Because the point of play is to overcome the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
344 |
challenge, it is not usually effective for the player facing the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
345 |
challenge to decide that he was successful. Since it is also possible |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
346 |
that the players may find themselves in competition, it would be equally |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
347 |
problematic for that decision to be made by a potentially opposing |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
348 |
player. It is important to gamist play that credibility be clearly |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
349 |
distributed, and that the player who determines the outcome does not |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
350 |
himself have a stake in the outcome. This is why traditional games |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
351 |
placed this power with the referee. He was viewed as the neutral |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
352 |
arbiter, and as long as the players trusted his neutrality he could |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
353 |
determine what occurred in the game world without problem. It is not |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
354 |
impossible to eliminate the role of the referee from gamist play, but to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
355 |
do so the design must clearly establish who has credibility under each |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
356 |
circumstance, so that disputes do not occur over success and failure. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
357 |
Too much player credibility can actually thwart gamist play preferences, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
358 |
since a player who can merely decide his character has been successful |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
359 |
has lost all sense that there was any challenge to the victory. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
360 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
361 |
This does not mean that players cannot be given credibility beyond the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
362 |
control of their character actions. The credibility to add color and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
363 |
detail to a scene are not contrary to gamist concerns. What matters is |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
364 |
that such credibility cannot provide ways to eliminate the challenge |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
365 |
itself. As one of my sons observed, you can't give the gamist player the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
366 |
power to invent a plus four sword lying on the table within reach and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
367 |
expect the game to be functional at a gamist level. The challenge must |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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|
368 |
be maintained. |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
369 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
370 |
Narrativism usually requires more credibility in the hands of the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
371 |
players. Players are not competing with each other nor trying to beat |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
372 |
the game, so giving them credibility is not detrimental to play in the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
373 |
same way it tends to be for gamist play. Rather, players need to be |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
374 |
empowered to address the theme. Director stance, that is, the ability |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
375 |
for the character players to add elements to the setting and events on |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
376 |
the fly, is not uncommon in narrativist play. It is not essential to it, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
377 |
but works better with it than it does with the other preferences. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
378 |
Severely restricting credibility tends to stifle narrativist play, as it |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
379 |
takes from the players their ability to make the statements they wish to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
380 |
make. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
381 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
382 |
It is much more difficult to address credibility distribution in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
383 |
simulationism. What matters here is the verisimilitude and consistency |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
384 |
of the shared imagined reality; that is, all players must see the same |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
385 |
thing and believe it. This does not preclude broadly shared credibility; |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
386 |
it does require a solid agreement on the nature of the reality. If we're |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
387 |
playing in a medieval fantasy world, exploring an abandoned castle, a |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
388 |
player given credibility could announce that he saw objects on a table, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
389 |
and describe the objects he saw. As long as those objects do not upset |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
390 |
the agreed nature of the reality, such credibility is not problematic. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
391 |
Thus it is evident that the objects could include bottles and lamps, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
392 |
perhaps swords and daggers, possibly jewelry, all things which would |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
393 |
typically be found on such tables. Were the player to describe seeing |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
394 |
laser guns or kinetic blasters there, this would clearly violate the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
395 |
agreed reality, and his credibility would cease at that moment. However, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
396 |
there are difficult cases here. The player might describe finding the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
397 |
famed lost jewel of Prince Balthazzar, or opening a bottle to release a |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
398 |
djinni, or discovering a scroll with a map to a hidden treasure. These, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
399 |
too, are all plausible within the setting, but may be stretching the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
400 |
credibility of the player. For this reason, it is more common for |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
401 |
simulationist games to prefer narrower credibility for the players and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
402 |
broader credibility for the referee. It is not a necessary arrangement, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
403 |
but it does tend to support simulationism better. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
404 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
405 |
Again, credibility distribution does not determine the sort of play that |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
406 |
will occur in itself; it tends to support different preferences when |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
407 |
configured different ways, and thought should be given to the amount of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
408 |
credibility players should have to facilitate reaching their goals. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
409 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
410 |
Advancement |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
411 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
412 |
It must be asked whether it is necessary for characters to improve |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
413 |
during play; the answer is that this is never necessary. It is not |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
414 |
necessary for simulationist play, certainly not for narrativist play, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
415 |
and surprisingly not for gamist play. However, it is often desirable in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
416 |
each mode that characters have the power to improve and advance in some |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
417 |
sense. The more significant question is, in what sense can the character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
418 |
advance? |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
419 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
420 |
Most of us are conditioned to think of character advancement or |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
421 |
improvement in strictly gamist terms: a character advances by getting |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
422 |
better at what he does. That is, his ability to face the challenges |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
423 |
increases. That there could be character advancement that has nothing |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
424 |
whatever to do with this is surprising to many players. Yet |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
425 |
consideration of this mode of improvement should give us some clues |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
426 |
regarding how to improve characters for simulationist and narrativist |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
427 |
play. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
428 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
429 |
In discussing character generation, it was recognized that the character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
430 |
was a tool which the player used to achieve goals. Improving a character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
431 |
means making it into a better tool. Thus if a starting character in a |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
432 |
gamist game is a rubber mallet, improvement might take it through stages |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
433 |
of being a tack hammer, claw hammer, ball peen hammer, sledge hammer, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
434 |
jack hammer, and ultimately pile driver. That is, the character gets |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
435 |
more effective at meeting the challenge, because it is a tool designed |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
436 |
to meet challenges. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
437 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
438 |
If we consider the function of the narrativist character, we find that |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
439 |
it exists to enable the player to address the theme, and as such it has |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
440 |
to be tied in to the issues of play. Improving the character means |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
441 |
connecting it more deeply or in new ways with the theme. It can mean |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
442 |
deeper commitments, stronger relationships, more determined moral |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
443 |
positions; it could also mean greater conflicts, increased doubts, more |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
444 |
personal connections. In a game exploring issues of sexual identity, a |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
445 |
character who has always decried homosexuality as a moral perversion |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
446 |
could be advanced by the discovery that his best friend is homosexual, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
447 |
creating a tension between his friendship and his beliefs. It's not |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
448 |
impossible for narrativist characters to get better at things they do, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
449 |
but it is far more supportive of narrativist play for them to advance by |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
450 |
becoming more integrated into the issues. The tool that started as a pen |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
451 |
has advanced to becoming a word processor: it is now able to address the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
452 |
issues at new levels and in more facets. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
453 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
454 |
Since simulationist play is about exploring the imagined reality, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
455 |
character advancement is best if it enhances that ability to explore. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
456 |
Our magnifying glass gradually advances to an electron microscope; our |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
457 |
field glasses to become the Hubble telescope. The particulars of how |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
458 |
this works are greatly dependent on what the game is exploring. If the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
459 |
exploration is of a physical world, greater mobility within that world |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
460 |
is the logical route to improvement. Given exploration of a complex |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
461 |
society, increased contacts and exposure within the society provide the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
462 |
answer. Exploration of historic or fictional events requires greater |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
463 |
access to the events. Combat effectiveness or skill improvement can be |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
464 |
simulationist if these empower the player to explore more difficult or |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
465 |
dangerous areas of the game world. The variety of possibilities makes it |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
466 |
difficult to be specific, but the answer in any situation is found the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
467 |
same way: identify what the tool facilitates, and how to make it |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
468 |
facilitate this more effectively. One thing that is consistent across |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
469 |
simulationist play in this area is that character advancement, like |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
470 |
everything else, must mesh with the in-game reality. A character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
471 |
exploring the setting by working as a local reporter can advance through |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
472 |
being assigned to a larger beat, but only if it makes sense in the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
473 |
context of the world that this character would receive that assignment. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
474 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
475 |
Again, it is not necessary in any style of play for characters to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
476 |
improve or advance. Gamist play can be about beating increasingly |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
477 |
difficult opponents with the same resources with which you started. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
478 |
Narrativist play can interact with the world through a static character. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
479 |
Simulationist play can be limited to that which the character can |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
480 |
access. All play styles can be enhanced by the ability to improve and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
481 |
advance characters within their own terms. More importantly, if a game |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
482 |
design provides character advancement options, these will influence the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
483 |
way in which players approach the game. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
484 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
485 |
Rewards |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
486 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
487 |
I have written elsewhere of rewards systems, and the necessity that they |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
488 |
be two-pronged. I first considered the issue on the forums at The Forge, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
489 |
and later contributed a brief statement on it to RoleplayingTips.com. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
490 |
The clearest and most complete statement on the subject is in the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
491 |
aptly-named [14]Game Ideas Unlimited: Rewards; but as that is for Gaming |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
492 |
Outpost subscribers only I'll recap some of it here. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
493 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
494 |
There are two aspects to rewards systems, both equally important. Many |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
495 |
designers fail to realize this, and so design rewards systems that are |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
496 |
internally conflicted--they encourage opposing play priorities. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
497 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
498 |
There is a clear example of this found in examining the popular |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
499 |
experience points systems of games in which you kill monsters and get |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
500 |
treasure, which gives you points, which raises your character level or |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
501 |
skills, which makes you better able to kill monsters and get treasure. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
502 |
This is a coherent gamist rewards system: everything in it is geared to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
503 |
encourage the process of killing monsters and getting treasure, that is, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
504 |
overcoming the challenges of the game. It is a system that does not need |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
505 |
repair, because it works extremely well at doing what it is supposed to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
506 |
do. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
507 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
508 |
However, there are many referees who don't like what it does. They think |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
509 |
it encourages players to focus on killing monsters and getting treasure |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
510 |
(which is correct, because that's exactly what it's supposed to do). |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
511 |
They don't want that to be the focus of the game; they want to encourage |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
512 |
role playing, or character development, or dialogue, or helping people, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
513 |
or any of uncounted other roleplay preferences. So they strip away at |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
514 |
least some of the points gained for killing monsters and getting |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
515 |
treasure, and instead give them for performing the desired conduct, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
516 |
whatever it is. Now a player character gains experience points by |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
517 |
helping the poor, or pursuing his private hobbies; these points increase |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
518 |
his level--which makes him better at killing monsters and getting |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
519 |
treasure. The rewards are now given for one sort of play, but they still |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
520 |
facilitate the other. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
521 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
522 |
It's not necessary to have a rewards system in a game. Stripped of such |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
523 |
artificial rewards, many players will discover that play is its own |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
524 |
reward. After all, players play because they enjoy the game. They enjoy |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
525 |
different aspects of the game, but whatever it is that they enjoy is |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
526 |
inherent in the play itself. Rewards systems, in the main, are icing on |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
527 |
the cake. Done right, they encourage the desired form of play. Done |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
528 |
wrong, they can clash horribly with the entire game. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
529 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
530 |
Thus when you design a rewards system, you need to look at both sides of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
531 |
it. What does this reward, that is, what does a player have to do to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
532 |
receive the reward? Winning, exploring the theme, and discovering the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
533 |
world are all goals and in a sense rewarding conduct; if you wish to |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
534 |
encourage one of those, that is what you reward. You must then also ask |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
535 |
what the reward facilitates. Does it make the character more powerful, |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
536 |
give the player greater ability to address the theme, open up new areas |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
537 |
of exploration? |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
538 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
539 |
Rewards systems, when they exist, are usually tied into character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
540 |
improvement. Thus if you've solved the one you've often solved at least |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
541 |
part of the other. It need not be that way; you can provide rewards that |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
542 |
advance player goals in one fashion and advancement that does so in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
543 |
another. For example, you could have a gamist game in which character |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
544 |
advancement was built on improving skills by use, such that each time |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
545 |
the player brought a particular skill into play in a significant way he |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
546 |
received credit toward improving that skill. Independent of that, you |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
547 |
could reward gamist play with success points, a small pool of points or |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
548 |
dice on which the player could draw when he wished to improve his odds |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
549 |
against a more daunting challenge or in a moment when success was more |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
550 |
important. Rewards do not have to be tied to character improvement, even |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
551 |
if character improvement is well designed for the goals of the game. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
552 |
Games with no character improvement at all may still have effective and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
553 |
functional rewards systems which facilitate the desired mode of play. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
554 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
555 |
Conclusion |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
556 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
557 |
With sufficient consideration to what a game is trying to achieve, GNS |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
558 |
theory can be very instructive in how best to achieve it. It does not |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
559 |
dictate solutions to all of the questions that a designer must ask, but |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
560 |
it does inform him of questions he needs to address which he might |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
561 |
otherwise miss. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
562 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
563 |
In examining character generation, resolution mechanics, credibility |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
564 |
distribution, advancement, and rewards, it was shown that there were |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
565 |
some ways in which GNS theory could point us to the best solutions for |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
566 |
the type of game we sought to build. It is clear that at times designers |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
567 |
are asking the wrong questions in these areas, because some of the |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
568 |
things which we expect would matter are not relevant, but others that we |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
569 |
often overlook are significant. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
570 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
571 |
Although these five areas of game design are a significant portion of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
572 |
most games, they are not a complete consideration of all the areas which |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
573 |
matter in all games. It is hoped that the consideration of these areas |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
574 |
will not merely help the designer see that GNS can provide guidance on |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
575 |
these game design issues, but also enable him to find the right |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
576 |
questions and answers in areas not covered here. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
577 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
578 |
I look forward to seeing the application of the theory to more games in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
579 |
the future. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
580 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
581 |
M. Joseph Young is co-creator of the [15]Multiverser role playing game |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
582 |
and author or co-author of its various supplements. His Internet |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
583 |
writings are [16]indexed for convenience. He is available to discuss |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
584 |
these ideas through the Forge forums and by e-mail. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
585 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
586 |
The author wishes to thank Ron Edwards, Mike Holmes, Clinton Nixon, Ryan |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
587 |
Young, Fang Langford, and Ralph Mazza for their editorial suggestions on |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
588 |
the draft of this article. To recognize all those whose contributions |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
589 |
were made through discussions on the forums of this site and others |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
590 |
would require a separate article; please accept my thanks. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
591 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
592 |
Similarly, there have been uncounted forum posts here and elsewhere that |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
593 |
have contributed to the author's understanding of these issues. It has |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
594 |
been wisely suggested that at least some of these be linked; alas, there |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
595 |
are again more than can be acknowledged. Two stand out, however, as |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
596 |
expanding on specific areas covered in the article, and in both of them |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
597 |
the author here has made comments there which he hopes are of value. The |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
598 |
concept of credibility appears to have been introduced by Vincent in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
599 |
[17]Vincent's Standard Rant: Power, Credibility, and Assent; this |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
600 |
author's comments on the top of the [18]second page and near the bottom |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
601 |
of the [19]third page may be helpful in elucidating the use of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
602 |
Credibility in this context, and there is much on the thread that is |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
603 |
useful. It appears that the earliest suggestion of the two pronged |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
604 |
nature of reward systems was in this author's post, the second, in |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
605 |
[20]GNS and Player Rewards. The post illustrates by examples that games |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
606 |
do not need reward mechanics for players to be rewarded, as play can and |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
607 |
is often its own reward. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
608 |
The Forge created and administrated by [21]Clinton R. Nixon and [22]Ron |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
609 |
Edwards. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
610 |
All articles, reviews, and posts on this site are copyright their |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
611 |
designated author. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
612 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
613 |
References |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
614 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
615 |
Visible links |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
616 |
1. file:/// |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
617 |
2. file:///about/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
618 |
3. file:///donate.php |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
619 |
4. file:///articles/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
620 |
5. file:///reviews/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
621 |
6. file:///resources/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
622 |
7. file:/// |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
623 |
8. mailto:BestRPGis@multiverser.com |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
624 |
9. http://www.indie-rpgs.com/articles/11/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
625 |
10. http://www.gamingoutpost.com/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
626 |
11. http://www.indie-rpgs.com/articles/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
627 |
12. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71050&publisherid=54849 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
628 |
13. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71772&publisherid=54849 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
629 |
14. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71532&publisherid=54849 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
630 |
15. http://www.multiverser.com/ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
631 |
16. http://www.mjyoung.net/writings.htm |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
632 |
17. http://www.indie-rpgs.com/viewtopic.php?t=3701 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
633 |
18. http://www.indie-rpgs.com/viewtopic.php?t=3701&postdays=0&postorder=asc&start=15 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
634 |
19. http://www.indie-rpgs.com/viewtopic.php?t=3701&postdays=0&postorder=asc&start=30 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
635 |
20. http://www.indie-rpgs.com/viewtopic.php?t=4075 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
636 |
21. mailto:webmaster@indie-rpgs.com |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
637 |
22. mailto:sorcerer@sorcerer-rpg.com |