draft/applied_theory.txt
author fabien
Sat, 21 Apr 2007 22:31:41 -0400
branchecjdr
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parent 92 bdef1afd1170
permissions -rw-r--r--
[svn] r2439@freebird: fabien | 2007-04-21 22:31:12 -0400 Ajout d'un draft sur les récompenses (déjà presque un article...)
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           The Internet Home for Independent Role-Playing Games
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    [1]The [2]About the Forge | [3]Support The Forge | [4]Articles |
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    Forge  [5]Reviews | [6]Resource Library | [7]Forums
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    Applied Theory
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    by [8]M.J. Young
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     Introduction
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    There are among gamers those who like to theorize, to attempt to
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    understand and explain our hobby, why we do what we do, and why it works
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    when it does. For some gamers, this makes no sense. We play to have fun;
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    we design games in whatever way seems to be the most fun. Some despise
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    theory, and see no use in it. If you have no use for theory, then this
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    material's only offering is that perhaps someone else might. I am among
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    those for whom theories are fundamental, so I would be interested in
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    theories if they had no practical value to anyone. However, since I
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    think that theory is the foundation for action, I can't imagine any
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    theory that would have no practical application. I am thus exploring the
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    practical application of role playing game theory.
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    Specifically, I'm looking at the theory commonly known as GNS. This
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    theory suggests that role play styles divide into Gamists who enjoy
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    facing the challenges of play, Narrativists who enjoy great stories that
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    involve themes or issues, and Simulationists who seek to know what
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    another reality might be like. The theory, which owes much to many
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    people over many years including the discussions on the
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    rec.games.frp.advocacy newsgroup, first took this form with these names
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    when formulated by Ron Edwards in his article [9]System Does Matter,
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    originally published on [10]Gaming Outpost, but since lost and
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    republished at The Forge. Mr. Edwards has expanded on this theory with
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    [11]several other articles, and debates and discussions of the details
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    have been held on the forums of several gamer web sites. Periodically in
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    those discussions, someone suggests that the theory isn't much use,
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    because it doesn't tell you how to design a better game.
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    In response to this, it can be and often is answered that this is not
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    really a theory about how to design games. It's a theory about what
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    gamers are seeking when they play, and as such has its most effective
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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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    definitions by which to discuss what each is seeking can be invaluable
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    in resolving conflict. If all GNS theory did was resolve such conflicts,
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    it would be valuable. However, one cannot read so much as the title of
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    that first article, System Does Matter, without absorbing the idea that
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    game design itself is part of the problem, and therefore could be part
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    of the solution. Those who are asking how to do narrativist, or gamist,
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    or simulationist design are asking valid questions; the answers
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    generally given to these budding designers have been inadequate, as they
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    in essence amount to telling people to design whatever they like and
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    then test it through play to see how it works.
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    Answers need not be quite so nebulous in this area. Once the theory is
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    understood, there are aspects to it which suggest practical approaches
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    to designing consistent games that support particular sorts of play.
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    This isn't about rules heavy versus rules light design, or about setting
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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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    Game design has many areas; no one area will completely control how the
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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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    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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    Underpinning this article, which will be somewhere on the edge between
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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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    There's a lot to cover, so coverage will of necessity be sketchy;
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    however, it is hoped that this will provide some foundation for
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    practical applications of the theory to game design.
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     Character Generation
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    Nearly all role playing games include a section on how to create a
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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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    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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    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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    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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    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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    the job fit the tool.
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    So what kinds of tools are needed for the major types of jobs?
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    Gamist tools are easy to recognize and easy to design. A gamist
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    character has to be up to the challenges which lie ahead. What that
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    means in detail depends on the nature of the game in play and the
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    preferences of the designer. Some gamist characters can be extremely
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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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    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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    game, racing could be the challenge, and character design would be
bdef1afd1170 [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.
bdef1afd1170 [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
bdef1afd1170 [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
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    challenges. Driving or piloting skill, medical skill, hacking, picking
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    locks, and hiding are all candidates for gamist design, because they are
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    there to provide the player with options, ways to beat challenges
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    presented in play.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    That's not to say that narrativist characters can't have either power or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    skills; they can. However, narrativist characters need to be connected
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    to the world. They need to be built such that things matter to them, and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    they matter to things.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Just as there are multiple ways to design a character effective against
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    the challenges ahead, so too there are multiple ways to integrate a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    character into the world. Creating relationships with other characters
bdef1afd1170 [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
bdef1afd1170 [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
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   138
    character goals might matter, provided these are of a sort from which
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    issues arise. A long-standing feud might be merely fodder for another
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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    fight; done right, it might become an issue for exploration. To build a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    narrativist tool, you should have something that is already tied in to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    the ideas you hope to explore.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   143
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Simulationist tools are perhaps the most difficult to see or to design.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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    There is a sense in which no words which describe a simulationist
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    character don't apply equally well to another sort. He must be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    effective, able to change his world; but then, gamist characters must be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    effective in that sense. He must be human, seeming like a real person;
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    this is true of narrativist characters, certainly. Perhaps the most
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    important characteristic of a simulationist character is that he must be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    accurate, that is, he must clearly express something real and credible
bdef1afd1170 [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
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    events and persons around him that he should have, no more and no less.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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parents:
diff changeset
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    This does not mean and should not be confused to mean that a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    simulationist character is more detailed than any other. A simulationist
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    character could have history, principles, character, goals,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    relationships, skills, and all the things that support other forms of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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    play; he could as easily be three numbers on a statistics sheet defining
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    his effectiveness. What matters is that he is given form as an
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    integrated part of the world, where he fits as if he were born and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    raised within it. To understand him is to understand the essentials of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    the world in which he lives, and vice versa. He is what he is, and in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    some sense not what anyone outside his world wants him to be. He is in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    the world and of the world, and as a tool he reveals the world to us
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    through himself.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Now that we've got some idea of what kind of tool, what sort of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    character, we're trying to create, how do we create him? Do we use point
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    systems for gamist characters, lifepaths for narrativists, and dice for
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    simulationists? Wrong on all counts. Those methodological considerations
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    in themselves have nothing to do with what we are creating. You can
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    create any sort of character with any of them.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Take lifepaths for an example. We could start a character in his teens
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    and move him, by a combination of die rolls and choices, through
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    military training, education, private sector work, and other areas
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    through which he builds up skills that prepare him for the challenges
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    which will come. We might instead start a character younger, take him
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    through his early years, develop school friends, relationships, family
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    connections, life partners, coupled with the sort of moments that form
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    opinions and beliefs, and so derive someone ready to explore the themes
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    of the game. We could have a much broader selection of options, creating
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    characters who have far less focus and more breadth of background and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    experience, who thus feel more real, as the tools we will use to explore
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    the world. The idea of using lifepaths didn't matter; it was the way we
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    used them that made the difference. It isn't how you build the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    character, but what kind of character you build. You'll certainly have
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    to adjust the character generation system to build the right sort of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    character, and you might find that you have more luck making one
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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diff changeset
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    mechanic type work than another for what you wish to do, but the answer
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    isn't so much in the type of mechanic as in the targeted result.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    I make some suggestions on character generation systems in [12]Game
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   195
    Ideas Unlimited: CharGen (which gives some general thoughts and focuses
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    on freeform design) and [13]Game Ideas Unlimited: Negative Points (ways
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    to smooth out some of the problems in dice and points systems).
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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     Resolution Mechanics
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Mr. Edwards has said that system within a game is the equivalent of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    time. To understand this, you have to understand something about time:
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    it is the medium for change. Without time, nothing changes. In the game,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    the system determines what happens, what changes; without it, nothing
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    changes. Thus the system determines and controls change, and therefore
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    is effectively time for the imagined world.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    Yet this, too, can be very important in supporting or impeding GNS
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    preferences. How outcomes are resolved matters very much.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    Although it has been said many times, it is worth saying again that
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    diceless systems don't in themselves support narrativist play. They may
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    be used for narrativist play, but they may equally be used for gamist or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    simulationist play. So, too, such general matters as dice pools, bell
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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    curves, granularity, and the other aspects of system which garner so
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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   216
    much discussion (particularly from system monkeys) are not in themselves
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    relevant to GNS concerns. As with character generation, it is what you
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    do that matters, and not these questions of how you do it.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    What are you attempting to do? The function of system is to provide the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    medium for change; more specifically, resolution mechanics are there to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    empower players to make the kinds of changes they wish to make within
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    the game world and to interact with the consequences. To the gamist,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    resolution mechanics are in a sense both the obstacles to overcome and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    the means by which to overcome them. To the narrativist, they are the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    means by which the theme impacts the character and the character
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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    addresses the theme. In simulationist play, these are both the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    limitations on change and the power to explore it.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    For gamist mechanics, you want something resolute; there usually needs
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    to be clear victory conditions, clear failure conditions. It also helps
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    if the system is responsive to player choice, that is, if there are ways
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    that the player, through his character, can impact the probability of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    success. This could arise from strategy, or from skill or equipment
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    choice, or from any decision which should and does give the character an
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    advantage. Few things are more frustrating to gamist play than for the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    character to do things that seem to the player to make sense as ways to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    improve the odds, only to have these amount to no effect.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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parents:
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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    Even unrealistic strategies are helpful as gamist tools. A game that
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   241
    gives combat bonuses for sound, conservative defensive strategy can be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   242
    very gamist, but so can one which gives combat bonuses for brash and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   243
    brazen boldness, charging, screaming, doing over-the-top stunts. What
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   244
    matters is not how the bonuses are earned, but that in fact it is
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   245
    possible to manipulate the chance of success through character choices.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   246
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   247
    Although combat is the example here, it should not be thought that it's
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   248
    only in combat that such things matter. If a character can improve his
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   249
    chance to pick a lock or hack a computer or repair a wound by taking
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   250
    particular actions, this gives support to gamist play. There is a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   251
    challenge to meet. The resolution system will tell whether or not the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   252
    player succeeded, with certainty, but the player has the ability to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   253
    tweak his chance of success through his approach to the problem.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   254
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   255
    Although it may sound strange to say that a resolution mechanic need not
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   256
    be resolute, for narrativist play it is often better that it not be. A
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   257
    gamist wants to know whether he succeeded or failed; a narrativist wants
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   258
    to know whether his efforts had an impact. In a combat mechanic for the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   259
    use of guns, it is quite sufficient for a gamist system to determine
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   260
    whether the shot hit the opponent and how severe the injury is; for a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   261
    narrativist system, things are probably a lot fuzzier (from a certain
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   262
    perspective). The shot should have the power to frighten the opponent
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   263
    and cause him to flee, for example. From the gamist perspective, that
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   264
    would be a miss; from a narrativist perspective, that's a success. Thus
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   265
    it helps narrativism if the resolution mechanic provides more of a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   266
    degree of success rather than a strict success/failure determination.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   267
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   268
    Simulationism wants to know what would actually happen, given the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   269
    assumptions of the setting. That doesn't mean realistic, in the ordinary
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   270
    sense; it means believable within the bounds of the imagined world. A
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   271
    fighter putting his spear in the ground and then using it as a bracing
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   272
    point as he runs across the chests of his adversaries kicking them is
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   273
    not terribly realistic, but it does fit the imagined reality of a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   274
    certain sort of world, and thus could be incorporated into simulationist
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   275
    play in that world. In fact, if it has been established that a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   276
    particular fighter can do that, simulationist play would dictate that he
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   277
    do so in any situation in which that would be the obvious response,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   278
    unless there is reason to think he would do something else at that
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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   279
    moment.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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   281
    Thus resolution mechanics which support simulationist play are those
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   282
    which make outcomes correct within the setting. Much as with
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   283
    narrativism, this is often served by some form of relative success and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   284
    relative failure, a determination of how well the character did; but
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   285
    like gamism, this generally needs to be resolute. A simulationist
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   286
    doesn't just want to know that he missed; he wants to know how close he
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   287
    came to hitting.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   288
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   289
    It might help put the entire question of resolution mechanics in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   290
    perspective by imagining that a character runs, perhaps fleeing from an
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   291
    attacker. The gamist wants to know whether he ran fast enough. The
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   292
    narrativist wants to know how running mattered. The simulationist wants
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   293
    to know how fast he ran. Although in a sense, all three are concerned
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   294
    about escaping the adversary, they view this in different ways.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   295
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   296
     Credibility Distribution
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   297
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   298
    Before anything can be said about credibility distribution, some
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   299
    explanation of what this means is important.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   300
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   301
    In roleplaying theory, it is recognized that there is within the game a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   302
    shared imagined reality in which actions occur. Players, including the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   303
    referee, contribute to the content of this reality through statements
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   304
    made to each other. These statements amount to, "This is what I want to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   305
    have happen in our shared imagined world."
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   306
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   307
    Of course, player statements may be contradictory; after all, players
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   308
    have different aims. Bob's character and Bill's character might get into
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   309
    a fight, and Bob might say that his character hits Bill's in the nose,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   310
    to which Bill answers that his character ducks that punch and knocks
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   311
    Bob's to the floor. Now we need to know what actually happens in our
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   312
    shared imaginative space, or we're no longer imagining the same reality.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   313
    Game systems must apportion credibility to address these issues.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   314
    Credibility is the degree to which any person at the table has the power
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   315
    to define what is happening in the shared space.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   316
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   317
    You might think that in traditional games, only the referee has
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   319
    credibility. The referee rarely is able to say what actions any player's
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   320
    character would take--only whether he succeeded in that action. Thus
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   322
    get to state what their characters attempt. Credibility means someone
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   323
    gets to decide what rules apply to the situation, when resolution
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   324
    mechanics are used, what the dice mean, and ultimately what happens in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   326
    attempting, what they are saying to each other, and how they are
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   327
    reacting. Credibility is always shared. The issue is how it is shared.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   328
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   329
    This is sometimes confused with something called narration rights, that
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   330
    is, who gets to describe the scene. There is some connection between the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   331
    two, but it is not absolute. For example, a game could state that each
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   332
    player at the table is allowed to contribute one fact which must be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   333
    included in the outcome of the event, and then the player who has the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   335
    these facts are included. He himself might not have determined anything
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   337
    rights include credibility; yet even in games which pass narration
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   338
    rights around, it may be the case that the referee can veto something
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   339
    stated in the narration if it goes counter to something known to him but
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   340
    not revealed to the players.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   341
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   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 changeset
   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 changeset
   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:
diff changeset
   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:
diff changeset
   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 changeset
   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 changeset
   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 changeset
   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:
diff changeset
   351
    placed this power with the referee. He was viewed as the neutral
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   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 changeset
   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:
diff changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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:
diff changeset
   368
    be maintained.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   369
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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 changeset
   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