|
1 The Internet Home for Independent Role-Playing Games |
|
2 [1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
|
3 Forge [5]Reviews | [6]Resource Library | [7]Forums |
|
4 |
|
5 |
|
6 Gamism: Step On Up |
|
7 by [8]Ron Edwards |
|
8 |
|
9 I owe thanks to Clinton R. Nixon, Rob MacDougall, Gareth Martin, Mike |
|
10 Holmes, Gordon R. Landis, Ralph Mazza, Jonathan Walton, Paul Czege, |
|
11 Jared A. Sorensen, Grant Gigee, Christopher Kubasik, Jake Norwood, and |
|
12 Peter Adkison for their comments on the draft version of the manuscript. |
|
13 All errors, misattributions, inconsistencies, whatever, are mine. |
|
14 |
|
15 This is the second of three essays on the three modes of role-playing |
|
16 collectively referred to as GNS, as presented in my essay [9]GNS and |
|
17 related matters of role-playing theory. The first of the three "support" |
|
18 essays was [10]Simulationism: the right to dream. These essays' purposes |
|
19 are to clarify many aspects of their parent essay, to present the ideas |
|
20 that have always awaited a more general understanding of my basic |
|
21 points, and also to refine and develop the concepts based on the years |
|
22 of discussion and input from others at the Gaming Outpost, RPG.net, and |
|
23 the Forge. |
|
24 |
|
25 This one's about Gamist play. |
|
26 |
|
27 Gamism was originally identified in the RFGA Threefold Model of |
|
28 role-playing styles, and I think from its first mention, nearly everyone |
|
29 has said, "Oh, yeah, Gamism," with little debate about its qualities. |
|
30 Moving through my own reconstructions of the Threefold into GNS, whether |
|
31 early or late, and through the GENder model proposed by the Scarlet |
|
32 Jester, both Gamist play as an activity and people's instant, easy |
|
33 acceptance of its category have received little attention. Apparently, |
|
34 one just knows it upon sight. |
|
35 |
|
36 But do we really? References to Gamism tend to be dismissive, |
|
37 superficial, and often backhanded ("except for the Gamists," "my inner |
|
38 Gamist," etc). With respect to the members of the RFGA discussion group, |
|
39 I think they categorized Gamist play mainly in order to sweep it out of |
|
40 the realm of further dialogue, in order to concentrate on issues that I |
|
41 would now primarily identify within Simulationist play. I also think |
|
42 that most, although not all, subsequent discussion has been similar. Yet |
|
43 that exceptional bit, here and there over several forums, indicates far |
|
44 less consensus out there than might have been expected or assumed. |
|
45 |
|
46 I'm going for a real look at the category for its own sake. In some ways |
|
47 I'm kind of a case study of the problem, but I hope also part of the |
|
48 solution as well; my own views have changed immensely since I referred |
|
49 to Gamist players as "space aliens" years ago on the Gaming Outpost. |
|
50 |
|
51 Here's what I wrote for my big and admittedly dry essay, "GNS and |
|
52 related matters of role-playing theory": |
|
53 |
|
54 Gamism is expressed by competition among participants (the real |
|
55 people); it includes victory and loss conditions for characters, both |
|
56 short-term and long-term, that reflect on the people's actual play |
|
57 strategies. The listed elements [Character, Setting, Situation, |
|
58 System, Color] provide an arena for the competition. |
|
59 |
|
60 And this needs revising for several reasons. First, "among the |
|
61 participants" is too vague, at least from the standpoint of most |
|
62 readers. I was thinking of anyone involved in the play of the game, |
|
63 permitting just who competes with whom to be customized, but most people |
|
64 seem to think I mean "players" in the widely-used, non-GM sense, and |
|
65 object to that. Second, the term "competition" gets right up people's |
|
66 noses. Lots of terms have cropped up: Struggle, Striving, Challenge, and |
|
67 more. Some of that debate seems to be procedural, some of it |
|
68 ideological, and some of it social. Although I can't hope for unilateral |
|
69 agreement about the fundamentals of Gamist play, I think I've managed to |
|
70 figure out where all of the consternation - and the hot emotions |
|
71 underlying it - comes from. It's not merely semantic. I hope this essay |
|
72 manages to clear up any confusions about my position on the matter and |
|
73 perhaps manages to set a better basis for continued debate. |
|
74 |
|
75 Some threads to check out include: [11]Gamism and Premise, [12]Gamism is |
|
76 not competition{/url], [13]All out for Gamism, and [14]Getting in touch |
|
77 with our inner Gamist. They include plenty of good points, but, my own |
|
78 posts included, I think they mainly illustrate the problems involved |
|
79 rather than offer anything concrete. |
|
80 |
|
81 So the first step is to renounce a judgmental and dismissive approach |
|
82 about "those awful Gamists." The second is to renounce the |
|
83 less-judgmental but equally-dismissive "those Gamists" attitude, which |
|
84 might be called the NIMBY view. And then, finally, to renounce the sort |
|
85 of guilty-liberal, halting, apologetic defensive line as well. Just |
|
86 bouncing among these, without ever coming to grips with the actual |
|
87 phenomenon itself, is enough to fill a few dozen thread-pages within |
|
88 days, so it's time to put all that aside and focus. |
|
89 |
|
90 Every reader of the first draft wanted me to define Gamist play right |
|
91 here, in this spot. I refused, to the wrath of Lit-101 teachers |
|
92 everywhere. You gotta go through the next sections to get there. |
|
93 |
|
94 Back to Exploration |
|
95 Just as in the Simulationism essay, I'll start by considering the big |
|
96 picture in which GNS issues are embedded. It might be written out like |
|
97 this in a Venn diagram: |
|
98 |
|
99 [Social Contract [Exploration [GNS [rules [techniques [Stances]]]]]] |
|
100 |
|
101 Every inner "box" is an expression or realization of the box(es) it's |
|
102 nested in. For example, Exploration is a kind of Social Contract, and a |
|
103 given GNS mode is a kind (specifically, an application) of Exploration. |
|
104 |
|
105 1. Everything occurs embedded in the Social Contract, which includes |
|
106 many things about play and not-play, especially the Balance of |
|
107 Power. |
|
108 2. Exploration is the primary act of role-playing, composed of five |
|
109 parts with some causal relationships among them. |
|
110 3. The "modes" of play (because they have to be expressed via |
|
111 communication and play itself, not just "felt") are currently best |
|
112 described as Gamist, Simulationist, or Narrativist play. Play (as |
|
113 opposed merely to hanging out with friends) cannot occur without |
|
114 such an agenda. I'm now using the term "creative agenda" to refer to |
|
115 the three modes as a concept, replacing the small-p "premise" term |
|
116 in the older essay. |
|
117 4. Techniques of play include many different relationships among rules, |
|
118 people's decisions, announcements, and similar. "System" (or rather |
|
119 textual system) interacts with Techniques all the time, in terms of |
|
120 things like Currency, Resolution (including DFK, IIEE; see |
|
121 Glossary), and Reward systems. Which of these is inner or outer is |
|
122 debatable and probably variable, although I've diagrammed it in |
|
123 keeping with the idea that techniques are applied within a framework |
|
124 of rules. In keeping with the Venn concept, techniques are local |
|
125 expressions of Social Contract, Exploration, and GNS modes, just as |
|
126 rules are. |
|
127 5. Actual play shifts quickly among Stances. Stances, unsurprisingly, |
|
128 are very local applications of rules and techniques, all in the |
|
129 service of Exploration and the larger-scale GNS mode in action. |
|
130 |
|
131 So to talk about any GNS category, the place to start is that box. |
|
132 Exploration is composed of five elements, no sweat: Character, Setting, |
|
133 Situation, System, and Color ... but it's not a hydra with five equal |
|
134 heads. These things have creative and specific dependencies among one |
|
135 another, and now's the time to reveal a filthy secret about them. |
|
136 |
|
137 It's this: Situation is the center. Situation is the imaginative-thing |
|
138 we experience during play. Character and Setting are components that |
|
139 produce it, System is what Situation does, and Color can hardly be done |
|
140 without all this in place to, well, to color. Situation is the 400-lb |
|
141 gorilla of the five elements, or, if you will, the central node. It's |
|
142 central regardless of how much attention it's receiving relative to the |
|
143 other components. |
|
144 |
|
145 Gamist play, more than any other mode, demands that Situation be not |
|
146 only central, but also the primary focus of attention. You want to play |
|
147 Gamist? Then don't piss about with Character and/or Setting without |
|
148 Situation happening, or about to. |
|
149 |
|
150 The definition at last |
|
151 A few paragraphs back, I promised a definition for Gamism and here it |
|
152 is. It operates at two levels: the real, social people and the |
|
153 imaginative, in-game situation. |
|
154 |
|
155 1. The players, armed with their understanding of the game and their |
|
156 strategic acumen, have to Step On Up. Step On Up requires |
|
157 strategizing, guts, and performance from the real people in the real |
|
158 world. This is the inherent "meaning" or agenda of Gamist play |
|
159 (analogous to the Dream in Simulationist play). |
|
160 |
|
161 Gamist play, socially speaking, demands performance with risk, |
|
162 conducted and perceived by the people at the table. What's actually |
|
163 at risk can vary - for this level, though, it must be a social, |
|
164 real-people thing, usually a minor amount of recognition or esteem. |
|
165 The commitment to, or willingness to accept this risk is the key - |
|
166 it's analogous to committing to the sincerity of The Dream for |
|
167 Simulationist play. This is the whole core of the essay, that such a |
|
168 commitment is fun and perfectly viable for role-playing, just as |
|
169 it's viable for nearly any other sphere of human activity. |
|
170 2. The in-game characters, armed with their skills, priorities, and so |
|
171 on, have to face a Challenge, which is to say, a specific Situation |
|
172 in the imaginary game-world. Challenge is about the strategizing, |
|
173 guts, and performance of the characters in this imaginary |
|
174 game-world. |
|
175 |
|
176 For the characters, it's a risky situation in the game-world; in |
|
177 addition to that all-important risk, it can be as fabulous, |
|
178 elaborate, and thematic as any other sort of role-playing. Challenge |
|
179 is merely plain old Situation - it only gets a new name because of |
|
180 the necessary attention it must receive in Gamist play. Strategizing |
|
181 in and among the Challenge is the material, or arena, for whatever |
|
182 brand of Step On Up is operating. |
|
183 |
|
184 Gamist play and design is very diverse, partly due to the relative |
|
185 emphases of these two layers, as well as how they are best met in that |
|
186 particular game. At the crudest lens-setting, one can contrast those who |
|
187 emphasize Challenge and drop the Step On Up to a faint roar, as opposed |
|
188 to those who diminish the Challenge - it's always there, though - and |
|
189 focus on the Step On Up. |
|
190 |
|
191 Terms 'til you squeak |
|
192 The game to the Gamist |
|
193 What does "game" mean, anyway? Wouldn't that be good to know before |
|
194 talking about Game-ist? As it turns out, not really, no more than |
|
195 "simulation" helps with discussing Simulationist play. The term "game" |
|
196 is good enough for our purposes (as a root for the "ist"), but not |
|
197 especially rigorous or interesting. So many different things get called |
|
198 games that it's hardly worth considering a blanket definition. To call |
|
199 all of role-playing a "game," the term must be so broadly defined that |
|
200 it excludes any agenda beyond socializing. |
|
201 |
|
202 There's one specific aspect of the term that needs some scrutiny, though |
|
203 - its judgmental content. Phrases like "It's a game," or better, "It's |
|
204 just a game," or, "It's the game" illustrate that the term tells us |
|
205 nothing; the meaning lies in the inflection. The phrase might be saying |
|
206 that "it" is utterly trivial: "it's just a game." Or it might be saying |
|
207 that "it" demands our constant and committed attention: "that's the |
|
208 game." |
|
209 |
|
210 So, I think more sensibly, it's good to look inside Gamism to see the |
|
211 game there - what is it? It's a recreational, social activity, in which |
|
212 one faces circumstances of risk - but neither life-threatening nor of |
|
213 any other great material consequence. All that's on the line is some |
|
214 esteem, probably fleeting, enough to enjoy risking and no more. Think of |
|
215 a poker game among friends with very minor stakes, or a neighborhood |
|
216 pickup basketball game. Taking away the small change or the |
|
217 score-counting would take away a lot of the fun, because they help to |
|
218 track or prompt the minor esteem ups-and-downs. This is Step On Up. It |
|
219 is "just a game," yes, but "it's the game," too. |
|
220 |
|
221 With any luck, now that I'm claiming two things are being labeled rather |
|
222 than one, perhaps some of the debate about the label in question can |
|
223 settle down. At the Step On Up level, what's at stake? A bit of esteem, |
|
224 as stated above. But what about? Here's point #1: what's really at stake |
|
225 can be totally overt (the basketball score), or it can nonverbal or |
|
226 otherwise subtle (who sinks the best single hoop, regardless of which |
|
227 team wins). All that matters is that it must exist embedded in the |
|
228 real-life social interaction. |
|
229 |
|
230 Think of the following: |
|
231 |
|
232 * how performance is assessed, including a range of severity for |
|
233 joshing, praise, and criticism |
|
234 * the parameters of engagement - rules you do not break, in order to |
|
235 enjoy playing changes in the field of play, whether in space or |
|
236 time, making it impossible to stay with a single approach |
|
237 |
|
238 The competition boogeyman |
|
239 Competition is best understood as a productive add-on to Gamist play. |
|
240 Such play is fundamentally cooperative, but may include competition. |
|
241 That's not a contradiction: I'm using exactly the same logic as might be |
|
242 found at the poker and basketball games. You can't compete, socially, |
|
243 without an agreed-upon venue. If the cooperation's details are |
|
244 acceptable to everyone, then the competition within it can be quite |
|
245 fierce. |
|
246 |
|
247 Role-playing texts never get this straight. For them, it's always either |
|
248 competition or cooperation, one-other, push-pull, and often nonsensical. |
|
249 The following is from Fantasy Earth, Basic Rules (1994, Zody Games, |
|
250 author is Michael S. Zody): |
|
251 |
|
252 ... while board games and wargames have winners and losers, |
|
253 role-playing games do not. Rather than being competitive, role-playing |
|
254 games are cooperative. The players all work together and win and lose |
|
255 as a team. |
|
256 |
|
257 I consider the above text to be inherently contradictory. Versions of it |
|
258 can be found in quite a few role-playing games, especially those with |
|
259 fantasy settings and a fairly high risk of character death. |
|
260 |
|
261 So what is all this competition business about? It concerns conflict of |
|
262 interest. If person A's performance is only maximized by driving down |
|
263 another's performance, then competition is present. In Gamist play, this |
|
264 is not required - but it is very often part of the picture. Competition |
|
265 gives both Step On Up and Challenge a whole new feel - a bite. |
|
266 |
|
267 How does conflict of interest relate to Step On Up and to Challenge? The |
|
268 crucial answer is that it may be present twice, independently, within |
|
269 the two-level structure. |
|
270 |
|
271 * Competition at the Step On Up level = conflict of interest regarding |
|
272 players' performance and impact on the game-world. |
|
273 * Competition at the Challenge level = conflict of interest among |
|
274 characters' priorities (survival, resource accumulation, whatever) |
|
275 in the game-world. |
|
276 |
|
277 Think of each level having a little red dial, from 1 to 11 - and those |
|
278 dials can be twisted independently. Therefore, four extremes of |
|
279 dial-twisting may be compared. |
|
280 |
|
281 1. High competition in Step On Up plus low competition in Challenge = |
|
282 entirely team-based play, party style against a shared Challenge, |
|
283 but with value placed on some other metric of winning among the real |
|
284 people, such as levelling-up faster, having the best stuff, having |
|
285 one's player-characters be killed less often, getting more Victory |
|
286 Points, or some such thing. Most Tunnels & Trolls play is like this. |
|
287 2. Low competition in Step On Up plus high competition in Challenge = |
|
288 characters are constantly scheming on one another or perhaps openly |
|
289 trying to kill or outdo another but the players aren't especially |
|
290 competing, because consequences to the player are low per unit |
|
291 win/loss. Kobolds Ate My Baby and the related game, Ninja Burger, |
|
292 play this way. |
|
293 3. High competition in both levels = moving toward the Hard Core (see |
|
294 below), including strong rules-manipulation, often observed in |
|
295 variants of Dungeons & Dragons as well in much LARP play. A risky |
|
296 way to play, but plenty of fun if you have a well-designed system |
|
297 like Rune. |
|
298 4. Low competition in both levels = strong focus on Step On Up and |
|
299 Challenge but with little need for conflict-of-interest. Quite a bit |
|
300 of D&D based on story-heavy published scenarios plays this way. It |
|
301 shares some features with "characters face problem" Simulationist |
|
302 play, with the addition of a performance metric of some kind. Some |
|
303 T&T play Drifted this way as well, judging by many Sorcerer's |
|
304 Apprentice articles. |
|
305 |
|
306 Things get more complex than this, because different roles for GM and |
|
307 players lead to combinations of the above categories within a single |
|
308 game. For instance, players can cooperate as a party and compete with |
|
309 the GM, for instance, given a rules-set that limits GM options (a |
|
310 combination of #1 and #2). This shouldn't be confused with cooperating |
|
311 with one another, cooperating with the GM, and competing against the |
|
312 GM's characters (#4). |
|
313 |
|
314 Reality check |
|
315 I might as well get this over with now: the phrase "Role-playing games |
|
316 are not about winning" is the most widespread example of synecdoche in |
|
317 the hobby. Potential Gamist responses, and I think appropriately, |
|
318 include: |
|
319 "Eat me," |
|
320 (upon winning) "I win," and |
|
321 "C'mon, let's play without these morons." |
|
322 |
|
323 I'm defining "winning" as positive assessment at the Step On Up level. |
|
324 It even applies when little or no competition is going on. It applies |
|
325 even when the win-condition is fleeting. Even if it's unstated. Even if |
|
326 it's no big deal. Without it, and if it's not the priority of play, then |
|
327 no Gamism. |
|
328 |
|
329 Textually, so many games say "it's not about winning" and then |
|
330 immediately provide extremely clear win/loss parameters for play. |
|
331 Sometimes I think it's because people believe that players are |
|
332 inherently Gamist and have to be appeased in some way. This uneasy |
|
333 waffling or endless qualifying shows up most often in fantasy games |
|
334 whose authors would like play to be about something else, but just can't |
|
335 quite believe that players would agree. |
|
336 |
|
337 From the introduction to RuneQuest, second edition (The Chaosium, 1978, |
|
338 1979, 1980; specific author for this text unknown; game authors are |
|
339 Steve Perrin, Ray Turney, Steve Henderson, and Warren James): |
|
340 |
|
341 The title of the game, RuneQuest, describes its goal. The player |
|
342 creates one or more characters, known as adventurers, and playes them |
|
343 in various scenarios, designed by a Referee. The Adventurer has the |
|
344 use of combat, magic, and other skills, and treasure. The Referee has |
|
345 the use of assorted monsters, traps, and his own wicked imagination to |
|
346 keep the Adventurer from his goal within the rules of the game. A |
|
347 surviving Adventurer gains experience in fighting, magic, and other |
|
348 skills, as well as money to purchase further training. |
|
349 |
|
350 Now all that's pretty Gamist stuff of a late 1970s vintage, right? Get |
|
351 this, which follows immediately: |
|
352 |
|
353 The adventurer progresses in this way until he is so proficient that |
|
354 he comes to the attention of the High Priests, sages, and gods. At |
|
355 this point he has the option to join a Rune Cult. Joining such a cult |
|
356 gives him many advantages, not the least of which is aid from the god |
|
357 of the cult. |
|
358 |
|
359 Acquiring a Rune by joining such a cult is the goal of the game, for |
|
360 only in gathering a Rune may a character take the next step, up into |
|
361 the ranks of Hero, and perhaps Superhero. |
|
362 |
|
363 All right, that bit about joining cults still seems kind of Gamist, |
|
364 right? About getting more effective and so on? Great ... except that the |
|
365 GM controls the High Priests and sages. Why would he, whose job was just |
|
366 stated to be to "keep the Adventurer from his goal," have them recognize |
|
367 the Adventurer in the first place? Either they do, and the GM must |
|
368 abandon the stated goal, or they don't, and that whole paragraph becomes |
|
369 gibberish. |
|
370 |
|
371 Bear in mind as well that "Hero" and "Superhero" are never defined, and |
|
372 indeed never again mentioned anywhere in the rulebook. See what I mean |
|
373 about waffly and uncertain text? Such text is the default explanation |
|
374 for role-playing, with very few exceptions, until the publication of |
|
375 Vampire in 1991. Even since, though, it's still the standard for fantasy |
|
376 games. The following is from Legendary Lives, second edition (1993, |
|
377 Marquee Press, authors are Joe Williams and Kathleen Williams): |
|
378 |
|
379 The players are impromptu actors within the scenes created by the |
|
380 referee ... The fun comes from interacting with the other characters |
|
381 and with the imaginary world created by the refereee. For the duration |
|
382 of the game, try to immerse yourself in the role. [Sim so far - RE] |
|
383 ... |
|
384 The first goal of a player is survival. Yes your character can die |
|
385 during an adventure, and a dead character is completely gone. If your |
|
386 character is smart enough, bright enough, or lucky enough, he or she |
|
387 will survive to reap the benefits of becoming older, wiser, and more |
|
388 powerful. |
|
389 [Wowsies, eh? Then text follows which backpeddles rapidly and tries to |
|
390 explain why character death isn't losing. -RE] |
|
391 |
|
392 As a contrast, some texts make no bones about this issue and indeed leap |
|
393 in with both feet, as in Kobolds Ate My Baby! third edition (2001, Ninth |
|
394 Level Games; authors are Christopher O'Neill and Daniel Landis): |
|
395 |
|
396 How to win! |
|
397 ... unlike your average role-playing game, KOBOLDS ATE MY BABY! Third |
|
398 Edition has winners (and losers). Truth be told, it mainly has losers! |
|
399 Anyway, the winner is the player who, at the end of the game, has the |
|
400 most Victory Points. Most games continue until a certain condition is |
|
401 met, generally when all the babies are gone ... |
|
402 |
|
403 Yee-ha! But that's a recent example. To get back to the dark and |
|
404 steaming roots of the first wave of role-playing innovation, check this |
|
405 out from The Basic Game chapter in Tunnels & Trolls, 5th edition (1979, |
|
406 Flying Buffalo Inc; author is Ken St. Andre, with possible edits or |
|
407 additions by Liz Danforth): |
|
408 |
|
409 Every time your character escapes from a tunnel alive, you may |
|
410 consider yourself a winner. The higher the level and the more wealth |
|
411 your character attains, the better you are doing in comparison to all |
|
412 the other players. |
|
413 |
|
414 From the Adventure Points chapter in the same text: |
|
415 |
|
416 As long as a character remains alive - regardless of how many |
|
417 adventures he or she participates in - you are "winning." If ill fate |
|
418 befalls the character, or if you overextend yourself in playing your |
|
419 character's capabilities, the character dies and it is your loss. Of |
|
420 course, these games allow you to play any number of characters |
|
421 (sometimes referred to as a "stable of characters") and some will |
|
422 survive and advance, and everyone wins in the end. |
|
423 |
|
424 This seems a bit softer, until one notices that although winning is |
|
425 qualified by quotes and extra text, loss significantly is not. |
|
426 |
|
427 Further text in the Adventure Points chapter of the same game repeatedly |
|
428 provides big payoff for rash, risky, but tactically-imaginative action, |
|
429 if the character survives. One small part rewards role-playing, but: |
|
430 |
|
431 Any points awarded in this category should be given to those players |
|
432 who are doing an exceptionally good job only, thus making the game |
|
433 more of a challenge to all. |
|
434 |
|
435 In other words, "challenge" is the first priority and immersion (for |
|
436 lack of a better word), cooperation with the GM or his story-plans, or |
|
437 in-character consistent play, are to be conducted and evaluated in that |
|
438 context. They are, as well as anything else like character survival or |
|
439 achievement, to be competed about. |
|
440 |
|
441 I love the T&T and Kobolds texts. They are refreshing, spunky, and even |
|
442 inspiring: "Step on up, buddy!" Open Gamism is completely accessible, |
|
443 completely functional, and extremely fun. You see, it all goes back to |
|
444 how the Step On Up social stuff is perfectly capable of enjoying the |
|
445 in-game Challenge, Situation stuff, and how they're not the same thing. |
|
446 In these games, the idea is to keep the Challenge whimsical enough that |
|
447 its occasionally-extreme consequences don't reflect proportionally on |
|
448 the player's emotional stakes of the moment. |
|
449 |
|
450 T&T is not the be-all and end-all of Gamism, although it was probably |
|
451 the first utterly explicit Gamist role-playing text. Not all Gamist play |
|
452 is alike! It ranges across a great deal of structural, social, and |
|
453 imaginative diversity, which is why this essay still has a long way to |
|
454 go. |
|
455 |
|
456 Structural basics |
|
457 Grant Gigee provided some comments that I think speak more closely to |
|
458 the issue than anything I could come up with: |
|
459 |
|
460 Conflict and choice: Clearly, both terms can also be applied to |
|
461 Narrativism, but I think they are very evocative and, combined with |
|
462 challenge, concisely convey the important values of Gamism. Conflict |
|
463 is crucial to narrative, but while one can explore the back-story or |
|
464 the setting, or whatever, and while one can explore the moral |
|
465 ramifications of those choices, folk like myself would rather get |
|
466 right to the high points - the points of greatest tension which lead |
|
467 to the greatest accomplishment. [emphasis mine; that's where the Step |
|
468 On Up lives, right there - RE] |
|
469 |
|
470 Choice is important because only through choice can there be |
|
471 consequences. The reason most Gamists play wizards over fighters lies |
|
472 not in avoiding conflict but in having choices. The fighter's choices |
|
473 are all front-loaded - which sword (the best one), which armor (the best |
|
474 one), etc - while the wizard's are more immediate: which spell at what |
|
475 time. |
|
476 |
|
477 Valid Gamist conflict and valid Gamist choice lead directly to strategy |
|
478 and tactics, which I like to think of in two ways. The first way is the |
|
479 interplay of resources, combined arms, either-or decisions, |
|
480 effectiveness, point-husbanding, and similar game-mechanics acumen. Two |
|
481 articles to review regarding these sorts of strategy and tactics in |
|
482 Gamist play are [15]Elements of tactics and [16]Elements of strategy by |
|
483 Brian Gleichman. The second way is all about bending parameters, lateral |
|
484 thinking, and occasional banzai, which is to say, one's ability to shape |
|
485 the actual play, or the importance of its parts, through sheer |
|
486 interaction with it and with other people. |
|
487 |
|
488 In trying to back up a little and look at things more generally than |
|
489 individual moments of successful tactics, I came up with two new terms. |
|
490 I'm not sure whether they're profound or just obvious, so consider'em |
|
491 informal at this point. |
|
492 |
|
493 The Gamble and the Crunch |
|
494 Challenge is the Situation faced by the player-characters with a strong |
|
495 implication of risk. It can be further focused into applications, which |
|
496 individually tend toward one of these two things: |
|
497 |
|
498 The Gamble occurs when the player's ability to manipulate the odds or |
|
499 clarify unknowns is seriously limited. "Hold your nose and jump!" is its |
|
500 battle-cry. Running a first-level character in all forms of D&D is a |
|
501 Gamble; all of Ninja Burger play is a Gamble. More locally, imagine a |
|
502 crucial charge made by a fighter character toward a dragon - his goal is |
|
503 to distract it from the other character's coordinated attack, and he's |
|
504 the only one whose hit points are sufficient to survive half its |
|
505 flame-blast. Will he make the saving roll? If he doesn't, he dies. Go! |
|
506 |
|
507 The Crunch occurs when system-based strategy makes a big difference, |
|
508 either because the Fortune methods involved are predictable (e.g. |
|
509 probabilities on a single-die roll), or because effects are reliably |
|
510 additive or cancelling (e.g. Feats, spells). Gamist-heavy Champions play |
|
511 with powerful characters is very much about the Crunch. The villain's |
|
512 move occurs early in Phase 3; if the speed-guy saves his action from |
|
513 Phase 2 into Phase 3 to pre-empt that action, and if the brick-guy's |
|
514 punch late on Phase 3 can be enhanced first by the psionic-guy's |
|
515 augmenting power if he Pushes the power, then we can double-team the |
|
516 villain before he can kill the hostage. |
|
517 |
|
518 The distinction between Gamble and Crunch isn't quite the same as |
|
519 "randomness;" it has more to do with options and consequences. Fortune |
|
520 can be involved in both of them, and it doesn't have to be involved in |
|
521 either (see Diplomacy for a non-RPG example). Also, look out for jargon: |
|
522 "Crunchy" is a gamer term for detailed and layered rules; "crunching" is |
|
523 a long-standing term for maximizing Effectiveness by manipulating a |
|
524 system's Currency. Neither of these are Crunch as I'm defining here. |
|
525 |
|
526 Who vs. whom: the source of adversity |
|
527 Adversity is necessary to role-playing; without it, nothing happens. The |
|
528 term requires two analyses. |
|
529 |
|
530 1. Who's the source of adversity in Gamist play? This is a layered |
|
531 question based on the Step On Up and Challenge levels. Step On Up |
|
532 adversity simply means demanding high attention to System operation |
|
533 and the responding emotional "on-button" from the person. It's the |
|
534 "social heat," if you will, as well as whatever cognitive demands |
|
535 are imposed by the System. Optionally, as described above, |
|
536 person-on-person conflict of interest might be involved as well, |
|
537 bringing in competition at this level. Without the competition, the |
|
538 adversity needs to come from some extra-player source, whether a GM |
|
539 or a publication or some confluence of both. With it, of course, the |
|
540 source of adversity arises among the players; this is usually an |
|
541 add-on to the GM/publication adversity rather than a substitute. |
|
542 2. What are its imposed dangers? This seems more straightforward at |
|
543 first, as Challenge adversity means risk to the characters in some |
|
544 way. But about what? Options range from character survival to |
|
545 abstract Victory Points, with a huge range of possibilities in |
|
546 between. Also, optionally, character-on-character conflict of |
|
547 interest may be involved as well, again setting up the possible |
|
548 inclusion of competition as a "heater-up" for adversity. |
|
549 |
|
550 Clearly, these are not really independent! The Challenge adversity sets |
|
551 up all sorts of System demands and risks to the characters, which in |
|
552 turn can provide the motor for the Step On Up adversity to kick into |
|
553 action. That's a powerful phenomenon; arguably, it was the core of D&D |
|
554 play becoming a popular hobby at all in the mid-1970s, based on |
|
555 organized tournaments. |
|
556 |
|
557 But all the possible combinations are overwhelming - whose strategizing |
|
558 is opposed to whose? If a GM is the source of adversity, to what extent |
|
559 is he or she a potential competitor as well? What are the differences |
|
560 between GM as referee, as judge, and as player of opponents? Is |
|
561 player-effort a team thing or an "every man my enemy" thing? The general |
|
562 answer to these and similar questions can only be "Yes," then parsed |
|
563 very specifically both by game design and by group preferences. Social |
|
564 Contract issues such as whether maps, notes, and dice-rolls are hidden |
|
565 or open all rely on the answers. But those are only some of the possible |
|
566 questions. Here are others. |
|
567 |
|
568 1. How long is a "go"? Which is to say, what are the units of reward |
|
569 and loss, and how are they distributed through the time of play? |
|
570 Compare losing a round in a video game with loss in a football game, |
|
571 and consider whether a fight scene in a role-playing session is a |
|
572 piece of a very long conflict called a Delve, or whether it's the |
|
573 moment of truth, right there. Is player-character death, for |
|
574 example, like losing the ball for a first down for the other side, |
|
575 or missing a touchdown, or losing the whole game? |
|
576 2. How is Fortune involved, and when? Oh, there are so many ways: |
|
577 player-character creation, the typical resolution mechanics, any |
|
578 sudden-death resolution mechanics, reduction of abilities or |
|
579 resources, preparation for a crisis, the crisis itself ... To flip |
|
580 to the other side, what's the role, if any, of |
|
581 allocation-strategizing points or resources? |
|
582 Neither of the above can be considered without thinking about the |
|
583 relative importance of Effectiveness and Resource, and how they |
|
584 relate to one another, or, on a more imaginative/scenario level, the |
|
585 relative distribution and positioning of the Gamble and the Crunch. |
|
586 |
|
587 3. To what degree is conflict-of-interest involved, for both the Step |
|
588 On Up and Challenge levels? Similarly, and this of course is mainly |
|
589 a social question, what degree of ruthlessness is involved? |
|
590 4. What is the Challenge about? Further, how imaginatively committed to |
|
591 it, moment by moment, are people expected to be? I suggest with |
|
592 great fervor that combat is only one form of conflict, and character |
|
593 survival is only one in-game metric for success. |
|
594 |
|
595 A look at reward systems |
|
596 I generally refer to Stakes in Gamist play to discuss what's at risk and |
|
597 what stands to be gained at both the Step On Up and Challenge level. I |
|
598 think successful Gamist play needs to include both the loss and gain |
|
599 conditions for the Stakes, not just gain. This gets really tricky, |
|
600 because the "metric" of what's being assessed at the Step On Up level is |
|
601 only sometimes overt. Add to that the concept of Stakes relative to the |
|
602 competition within each level, if present, and things suddenly get |
|
603 complicated. |
|
604 |
|
605 So what constitutes "success" at the Step On Up and/or Challenge level |
|
606 during play? Is it the right to keep playing? Improving one's |
|
607 character's effectiveness, begging the question of what for? Getting |
|
608 some kind of "victory points"? The metagame/game relationship between |
|
609 these is phenomenally important. I think that, in Gamist play, the |
|
610 metagame-part is the key one - a completely informal Social Reward |
|
611 (e.g., "Killed more goblins than you!", even in a game-system which |
|
612 confers no consequence for doing so) can easily outweigh an in-game one. |
|
613 |
|
614 In taking this idea to design, my mind kind of balks at the tricky mix |
|
615 of Exploration and Competition, and how to keep them from being at |
|
616 cross-purposes. It is really hard to conceive of Gamist reward |
|
617 mechanisms that are both consistently satisfying across long-term play |
|
618 and meaningful at the Step On Up level. Abstract victory points are |
|
619 arguably quite weak; "you win" means nothing if it, well, doesn't do |
|
620 anything. The more-commonly seen metric of character survival is badly |
|
621 broken, in a variety of applications. If character death is temporary, |
|
622 it's not much of a loss condition, but if it's not, the game is often |
|
623 forced to abandon the loss condition such that people can continue to |
|
624 play. |
|
625 |
|
626 Character improvement ("advancement") is even more problematic. The |
|
627 basic issues it raises are: |
|
628 |
|
629 * How tough and effective should a starting character be? If it's too |
|
630 high, then there's no reason to improve; if it's too low, the early |
|
631 stages of play depend far too much on GM mercy. |
|
632 * What kind of rate is involved, relative to the challenges as time |
|
633 goes by? The effectiveness-increase can form an exponential |
|
634 interaction with the character's ability to increase further, which |
|
635 in most cases breaks the game or reduces all confrontations to |
|
636 statistical grinds rather than Step On Up crises. |
|
637 |
|
638 Reward systems remain the current most challenging sector of game |
|
639 design, for many reasons, not the least of which is no clear idea of for |
|
640 how long or at what scale "successful play" should be rated. I look |
|
641 forward to experimentation and debate that can help resolve some of the |
|
642 issues for Gamist play. |
|
643 |
|
644 The joys of Gamism |
|
645 It is way cool, in a game which utilizes point-construction of |
|
646 characters, to allocate them such that the character "hums" - that is, |
|
647 he (or she or it, henceforth "he") can do what you'd like him to do |
|
648 without running out of energy too fast, can go where he needs to go, and |
|
649 take a hit without crumpling - or, in games which are less about moving |
|
650 places and hitting one another, the character can actually get X done in |
|
651 a way which makes anyone else say, "Whoa, good one!" Nocturne, my |
|
652 Champions super-hero, steps through the wall and freezes the villain The |
|
653 Crippler in his tracks with a burning blue look. He glides straight to |
|
654 the uber-villain, the Blood Queen, where she stands before the |
|
655 technological cross (on whom is crucified Nocturne's buddy, Warp), |
|
656 ignoring the zots and shots of the henchmen, and says, in deadly tones, |
|
657 "Where ... is ... our ... son?" Presence attack roll! |
|
658 |
|
659 It is totally cool, in a game with a well-constructed IIEE component, to |
|
660 strategize one or more characters' actions such that their effect and |
|
661 timing delivers a phenomenal wallop, or more generally, has a |
|
662 distinctive and exciting effect on play. Demon-boy's acrobatic attack |
|
663 provides the diversion, as Hurricane-girl's wind-storm scatters the |
|
664 henchmen, opening up a channel for Metal-guy to hurl Claw-man straight |
|
665 into the Menace. As expected, Claw-man takes it on the chin, but that |
|
666 removes the Menace's saved action (which we all knew he had; he had that |
|
667 smirk), and that's when Eyebeam-man's blast hits, shattering the tank |
|
668 behind the Menace to release the wave of radioactive fluid and to wake |
|
669 the sleeping alien within ... |
|
670 |
|
671 The very meaning of cool beans is to husband resources intelligently, |
|
672 such that when you really need that Endurance, or the story points, or |
|
673 those hit points, or that final charge in the magic staff, they're |
|
674 there. Yzorn, the young mage, dodges once, twice, and again, eluding the |
|
675 jaws of the summoned wolf, costing Engarad more and more energy until |
|
676 the animal fades into smoke. Then, "Catch this!" he cries, at last |
|
677 loosing the lightning bolt and crisping his foe into an ashy column, |
|
678 which slowly fragments under its own weight. |
|
679 |
|
680 Nothing is more cool than putting the character or whatever at risk, |
|
681 whether in Gamble or Crunch circumstances, and seeing the system deliver |
|
682 its punch relative to your tactics. Roichi, my Blue Islands ninja, |
|
683 reaches into the folds of his black gi to produce, rattle-rattle the |
|
684 dice, a packet of Hot Sauce! Shimatta! |
|
685 |
|
686 It is the essence of coolness to see the legitimately avoidable twist be |
|
687 avoided, or fail to be avoided. "Boy, that troll was a lot easier to |
|
688 kill than I expected," says the player. I, the GM, smirk. "You're |
|
689 growing ... turning hairy ... your armor and clothing crack and stretch |
|
690 off of your body ... horns sprout on your -" "Hey! I'm turning into a |
|
691 troll, aren't I?" "Yup ... cursed to clean up the first level, just like |
|
692 your predecessor, who's turning into a dead human, by the way." "Shit! |
|
693 That makes sense! We should have figured that out!" Heh, heh, heh ... |
|
694 |
|
695 All of the above are fun during any role-playing, but from a Gamist |
|
696 perspective, the point is for one's acumen to be acknowledged - it's a |
|
697 matter of pure pride. You grokked the system just right for that |
|
698 particular situation; you took into account all the possible variables |
|
699 of the moment. If such a perspective, and all these events, are combined |
|
700 together and experienced as part and parcel of the Exploration - which |
|
701 is to say, the social, imaginative "scene" - then Gamist play is under |
|
702 way. I maintain this experience cannot be achieved through any physical |
|
703 sport, through any virtual interface, or through any medium whatever |
|
704 aside from table-top role-playing. The rush is, I think, unique to the |
|
705 medium. |
|
706 |
|
707 The Hard Core |
|
708 So far I haven't mentioned any negative connotations to Gamist play, |
|
709 despite my hints in the beginning of the essay. The time has come to |
|
710 explain why many people hate and fear any sign of Step On Up, let alone |
|
711 competition, in and among the adversity-situations of their |
|
712 role-playing. It's due to a possible application of Gamist principles to |
|
713 their "perviest" extreme, which is to say, the highest degree of |
|
714 person-to-System contact during play. When you sacrifice Exploration to |
|
715 get to this degree of contact in Gamist play, you have entered the Hard |
|
716 Core. |
|
717 |
|
718 The Hard Core occurs when Gamist play transmogrifies into pure metagame: |
|
719 Exploration becomes minimal or absent, such that System and Social |
|
720 Contract contact one another directly, and, essentially, all the |
|
721 mechanics become metagame mechanics. It's usually, although not always, |
|
722 the result of high competitive actions at the Step On Up level, which |
|
723 then "eats" the Challenge level such that it is literally and nakedly an |
|
724 extension of Step On Up and nothing else. Role-playing in the Hard Core |
|
725 is very much like playing competitive video games or, for that matter, |
|
726 like playing that old junior high school favorite, Smear the Queer, with |
|
727 egos rather than bones and blood on the line. |
|
728 |
|
729 I perceive four distinct Hard Core applications. They all very easily |
|
730 become dysfunctional, but, contrary to popular belief, quite a bit of |
|
731 Hard Core play may be functional if the Social Contract is being |
|
732 reinforced rather than broken. None of them combine well with secondary |
|
733 Simulationist or Narrativist priorities, which is one reason that people |
|
734 often confound the Hard Core with playing Gamist at all. That's an |
|
735 error, though, because the Hard Core is just as incompatible with |
|
736 high-Exploration Gamist priorities as well. |
|
737 |
|
738 It's time to introduce the "M" word too. The term "munchkin" gets thrown |
|
739 around a lot in reference to Gamist play, and one of the big points of |
|
740 this essay is to show that it applies to too many different things to be |
|
741 useful. I'll discuss this further in the Troubles with Gamism section |
|
742 below, but for now, just bear in mind that Hard Core role-players are |
|
743 often called munchkins by others, including non-Hard Core Gamists. |
|
744 |
|
745 Turnin' on each other |
|
746 Gamist play already presupposes some pressure among members of the |
|
747 group. Now add to that not only conflict-of-interest at the Challenge |
|
748 level, but open acknowledgment of one another's player-characters as the |
|
749 only engaging source of Challenge - and given the absence of |
|
750 Exploration, directly applying to a Step On Up struggle for dominance. |
|
751 So now you have both little red dials up to 11, and the arena of |
|
752 resolution is simply whose characters survive mutual attacks. |
|
753 |
|
754 Turnin' often arises from when the "official" Challenge parameters are |
|
755 shown to be uninteresting for one reason or another, such as when losing |
|
756 one's character to GM-run foes turns out not to mean much in Step On Up |
|
757 terms - i.e., when the GM kills characters at whim. It's typically |
|
758 dysfunctional when it arises from this or similar sources. |
|
759 |
|
760 However, I also think Turnin' is the least threatening Hard Core |
|
761 application, because when it's integrated into other enjoyable aspects |
|
762 of a system, it can actually be a wonderful addition to play, as |
|
763 illustrated by the wizard-economy of spells for rogues in T&T or the |
|
764 magic items rules in Elfs. After all, character conflict-of-interest is |
|
765 not necessarily Hard Core, nor is it even necessarily a Gamist issue at |
|
766 all. However, given that its extreme form is dysfunctional, many game |
|
767 texts have mistakenly urged various ways never ever ever to permit |
|
768 inter-character conflict of interest, in order to stave it off. |
|
769 |
|
770 Powergaming |
|
771 This technique is all about ramping a system's Currency, Effectiveness, |
|
772 and reward system into an exponential spiral. As a behavior, it can be |
|
773 applied to any system, but most forms of D&D offer an excellent inroad |
|
774 for it: after a certain number of levels achieved, the ability to |
|
775 deliver damage and remain invulnerable itself provides ever-increasing |
|
776 ability to achieve yet higher degrees of damage-delivery and hit-point |
|
777 resources. |
|
778 |
|
779 Like Turnin', Powergaming doesn't necessarily destroy the enjoyment of |
|
780 play, and unlike Turnin', it may even remain functional in full-blown |
|
781 Hard Core form. Some Exploration may well be maintained, at least |
|
782 minimally, and the effectiveness-spiral might play a strategic role |
|
783 rather than to dominate fellow players. However, it's fair to say that |
|
784 Powergaming is only functional if everyone is committed to it, and it |
|
785 carries dangers of leading to Breaking (see below). |
|
786 |
|
787 To prevent Powergaming, many game designers identify the GM as the |
|
788 ultimate and final rules-interpreter. It's no solution at all, though: |
|
789 (1) there's no way to enforce the enforcement, and (2), even if the |
|
790 group does buy into the "GM is always right" decree, the GM is now |
|
791 empowered to Powergame over everyone else. |
|
792 |
|
793 Calvinball |
|
794 This is the famous "rules-lawyering" approach, which is misnamed because |
|
795 it claims textual support when in reality it simply invents it. |
|
796 Calvinball is a better term: making up the rules as you go along, |
|
797 usually in terms of on-the-spot interpretations disguised as "obvious" |
|
798 well-established interpretations. It basically combines glibness and |
|
799 bullying to achieve moment-to-moment advantages for one's character. A |
|
800 Calvinballer may also be adept at bugging the GM about some rules-detail |
|
801 often enough that a goodly percentage of the time yields a reward for |
|
802 it, but not often enough to tip everyone else off to what's going on. |
|
803 |
|
804 The big trick of Calvinball is pretending to be still committed to the |
|
805 Exploration. That makes it especially well-suited to disrupting |
|
806 Simulationist play from the older traditions, because the other players' |
|
807 commitment to the integrity of the Dream can be co-opted into one's |
|
808 Calvinball strategy, exploiting the others' willingness to enter into |
|
809 the rules-debate in hopes of a compromise, which of course is not |
|
810 forthcoming. Calvinball then quickly transforms into a struggle for |
|
811 control over what is and is not happening in the imaginative situation. |
|
812 |
|
813 One mistaken solution to this tactic is to hide the rules from the |
|
814 players in some kind of laughably-secure "GM book" or "GM section," as |
|
815 well as to enforce the ideal of Transparency. The other, more common |
|
816 solution is simply to continue adding rules forever and ever, amen, in |
|
817 order to account unambiguously for any and all imaginable events during |
|
818 play. |
|
819 |
|
820 Breaking the game |
|
821 Here's the most extreme form of the Hard Core; it's the only one that I |
|
822 can't imagine is functional in any circumstances. Breaking the game is |
|
823 defined as rendering others' ability to play ineffective in terms of any |
|
824 metric that happens to be important in that group. Theoretically, any |
|
825 and all games are breakable: one can always sweep the pieces off the |
|
826 board. But I'm talking about doing so in the context of identifying |
|
827 internal inconsistencies or vulnerable points in the design, breaking |
|
828 the game by playing it and rendering the Exploration nonsensical. |
|
829 |
|
830 Here's the key giveaway in terms of system design: it is Broken (i.e. |
|
831 Breaking consistently works) if repetitive, unchanging behavior garners |
|
832 benefit. The player hits no self-correcting parameters and is never |
|
833 forced to readjust his or her strategy. The principle can be applied in |
|
834 multiple ways, both two common ones include: |
|
835 |
|
836 * Exploiting point-based games which rely on layered Currency, such |
|
837 that points may be spent cheaply for disproportionately high gain, |
|
838 often in a self-sustaining fashion. The classic example is the |
|
839 Recovery attribute in Champions, which was increased by spending |
|
840 points on Constitution and Strength, but could be bought down, and |
|
841 the points thus gained could be pumped back into Strength, thus |
|
842 raising REC to levels beyond the original value. Champions also |
|
843 featured a means of decreasing powers' cost by increasing a divisor |
|
844 value, and strategizing the relationship to this divisor with other |
|
845 means of point-reduction became an art form in many groups. |
|
846 * Exploiting announcement/order-of-action systems to acquire perfect |
|
847 can't-hit-me-I-hit-you combinations, multiple-action combinations, |
|
848 and similar. Most games which feature powers or advantages that the |
|
849 order of action are vulnerable to unforeseen stacking with these |
|
850 effects. |
|
851 |
|
852 Breaking the Game isn't quite the same thing as Powergaming, because |
|
853 once a game is Broken, the group rarely continues to play. However, the |
|
854 latter often leads to the former, because Powergaming reveals vulnerable |
|
855 points in game design that are then Broken. Trying to prevent this |
|
856 one-two combination of behavior has led many game designers mistakenly |
|
857 to provide endless patch rules, full of exceptions to cover the |
|
858 exceptions, none of which accomplishes anything except to open up even |
|
859 more points of vulnerability. |
|
860 |
|
861 Diversity of Gamist design |
|
862 Considering all these different concerns, perhaps finally the variety of |
|
863 Gamist role-playing design can get its long-awaited, long-denied day in |
|
864 the sun. I've taken a few variables from the Structural Basics section, |
|
865 mainly the ones that can be ascribed to specific game texts rather than |
|
866 the less-tangible, more locally-defined ones. |
|
867 |
|
868 * The degree of Exploration relative to Step On Up |
|
869 * The role of Fortune in resolving Stakes-relevant conflict in the |
|
870 game |
|
871 * How much Gamble vs. how much Crunch |
|
872 * The length of a "go," or unit of play necessary to see how well |
|
873 someone does |
|
874 * The local units of local loss - how you can tell when someone |
|
875 doesn't do well |
|
876 * The degree of metagame mechanics available |
|
877 |
|
878 Mano a mano |
|
879 These are duelling games. They're generally written as self-governing, |
|
880 which is to say, no GM necessary, although sometimes a gentleman's |
|
881 agreement about some things is necessary. For instance, in Wizard duels, |
|
882 a player is expected to be truthful when his character's illusion spell |
|
883 is disbelieved. Also, sometimes a Referee or "monster player" is |
|
884 recommended if people want to play in teams rather than against one |
|
885 another. |
|
886 |
|
887 Melee/Wizard - Exploration is low, role of Fortune medium, Gamble even |
|
888 with Crunch, "go" length = one fight, units of local loss = PC death, |
|
889 degree of metagame is nil |
|
890 |
|
891 Lost Worlds - Exploration is low to medium, role of Fortune medium, |
|
892 Crunch slightly higher than Gamble, "go" length = one fight, units of |
|
893 local loss = PC death, degree of metagame is nil (or high if choosing |
|
894 the character in the first place is considered) |
|
895 |
|
896 Dungeon crawl |
|
897 The classic Exploration paradigm, and arguably the progenitor of the |
|
898 multi-bezillion dollar computer-game industry. The characters must |
|
899 traverse and navigate a dangerous environment and reap the rewards of |
|
900 their discoveries and combat acumen relative to the spiralling risk. |
|
901 |
|
902 Dungeons & Dragons 3rd Edition - Exploration is medium, role of Fortune |
|
903 is high until after 10th level, fair Gamble and later mainly Crunch, |
|
904 "go" length = a delve, units of local loss = death, degree of metagame = |
|
905 nil |
|
906 |
|
907 Deathstalkers (System & Setting) - Exploration medium-to-high, Fortune |
|
908 high at low levels especially, Gamble at lower levels with more Crunch |
|
909 at higher ones, "go" length unknown, units of local loss = character |
|
910 death, degree of metagame is nil |
|
911 |
|
912 Forge: Out of Chaos (Character & System), - Exploration is a solid |
|
913 medium, role of Fortune is medium, Gamble mixed evenly with Crunch, "go" |
|
914 length = expedition, units of local loss = PC death or lack of |
|
915 levelling, degree of metagame is nil |
|
916 |
|
917 Rune - Exploration is low, role of Fortune is medium to high, Gamble |
|
918 mixed evenly with Crunch, "go" length = expedition, units of local loss |
|
919 vary across several variables, degree of metagame is nil (or high if the |
|
920 GM-round-robin is considered) |
|
921 |
|
922 Donjon - Exploration high, role of Fortune is high, high Gamble vs. low |
|
923 Crunch (almost all Abilities are really the same thing - a mechanical |
|
924 way to win), "go" length is a delve, and individual "Donjon Levels", |
|
925 units of local loss = destruction of equipment and character |
|
926 inconvenience (death is extremely rare), degree of metagame = quite high |
|
927 |
|
928 Elaborate setting |
|
929 This brand of Gamist play evolved almost instantly, beginning with maps |
|
930 and supplements like the World of Greyhawk. It offers a few special |
|
931 problems, the main one being an ongoing Simulationist "creep" in the |
|
932 evolving texts, edition by edition, which can trip up the Gamist |
|
933 priorities of special interest ... in other words, GNS-based |
|
934 Incoherence. One reader even proposed the term "Power Simulationism" for |
|
935 such games, and stated, "These games are the least rewarding to me |
|
936 because they feel like kicking a man when he is down." |
|
937 |
|
938 Stormbringer 1st edition - Exploration is high, role of Fortune is |
|
939 extreme, both Gamble and Crunch at different instances of play, "go" |
|
940 length = adventure scenario, units of local loss = death, degree of |
|
941 metagame = nil (perhaps a bit in demon creation) |
|
942 |
|
943 Rifts (with some Simulationist design as hybrid support) - Exploration |
|
944 is medium-low, role of Fortune high at low levels, low at higher levels, |
|
945 mixed Gamble and Crunch, "go" length = firefight, units of local loss = |
|
946 death (or perhaps loot), degree of metagame = nil |
|
947 |
|
948 Shadowrun (also a Simulationist hybrid) - Exploration is high, medium to |
|
949 high Fortune, mixed Gamble and Crunch (higher Crunch in longer-term |
|
950 games), "go" length = a black-ops mission (a "shadowrun"), units of |
|
951 local loss = character death, loss of profit, degree of metagame varies |
|
952 by edition |
|
953 |
|
954 Age of Heroes - Exploration is high, role of Fortune is strong but |
|
955 easily assessed, mainly Crunch, "go length = set pieces, loss = |
|
956 characters' agenda per set piece, degree of metagame = nil [note: This |
|
957 game is not based on a canonical setting, but rather on procedures and |
|
958 rules-categories corresponding to a setting type, relating to "adventure |
|
959 fantasy" much as early Champions relates to comics; as such, it is |
|
960 probably the single representative in the category without Coherence |
|
961 problems] |
|
962 |
|
963 Deadlands - Exploration is high, Situation, role of Fortune is medium, |
|
964 mainly Crunch, "go" length = adventure scenario, units of local loss |
|
965 aren't well defined, degree of metagame is minor but consistently |
|
966 present |
|
967 |
|
968 Whimsical whackiness |
|
969 These are usually humorous spinoffs of dungeon crawls. |
|
970 |
|
971 Tunnels & Trolls - Exploration medium, role of Fortune high, emphasis on |
|
972 Gamble, "go" length = level, units of local loss = PC death or |
|
973 diminishment of abilities, degree of metagame is low except for some |
|
974 whimsy |
|
975 |
|
976 Kobolds Ate My Baby / Ninja Burger (Situation & System) - Exploration |
|
977 low-to-medium, role of Fortune is extreme, extreme emphasis on Gamble, |
|
978 "go" length = one dinner/mission, units of local loss = victory points |
|
979 (less so, PC death), degree of metagame is medium (often obstructive to |
|
980 others) |
|
981 |
|
982 Elfs - Exploration is medium, role of Fortune is high, mixed Gamble and |
|
983 Crunch, "go" length = adventure scenario, units of local loss = |
|
984 immediate advantage, degree of metagame = medium. |
|
985 |
|
986 Gimme some story |
|
987 These games shift the venue of Step On Up from in-game character action |
|
988 resolution to metagame narration rights, which may or may not entail |
|
989 greater character effectiveness. |
|
990 |
|
991 The Adventures of Baron von Munchausen - Exploration = medium, role of |
|
992 Fortune is nil, mainly Crunch, "go" length = one tale, units of local |
|
993 loss = control of the narrative, degree of metagame is total. Arguably, |
|
994 this game is more appropriately placed in the "almost role-playing game" |
|
995 category along with Bedlam, De Profundis, and Once Upon a Time. |
|
996 |
|
997 Pantheon - Exploration = high, role of Fortune is minor, mainly Crunch, |
|
998 "go" length = one story, units of local loss = points, degree of |
|
999 metagame fairly high |
|
1000 |
|
1001 Is d20 Gamist? |
|
1002 D&D3E is certainly strongly oriented toward Gamist play, but as for d20, |
|
1003 what is it, structurally? |
|
1004 |
|
1005 * levels to describe character attack-options and hit points - but not |
|
1006 necessarily levelling-up as a major feature of play |
|
1007 * classes and possibly races, but these are meaningless on reflection |
|
1008 - a game can have one or twenty classes; they are strictly a method |
|
1009 for establishing resource categories |
|
1010 * Six attributes - but with any relationship to effectiveness that you |
|
1011 want; one can even tack on another system for primary Effectiveness |
|
1012 variables, as in D&D3E |
|
1013 |
|
1014 All one really has is a flat-curve resolution method in 5% increments |
|
1015 against target numbers, with (a) possible re-rolls (which is what "extra |
|
1016 attacks" are), (b) a resource mechanic relative to character survival, |
|
1017 and (c) lists of powers. I've concluded that d20 takes on a |
|
1018 game-identity to the extent that a designer customizes Resolution, |
|
1019 Currency, and Reward into a particular shape. Therefore to "use d20" |
|
1020 means one of the following: |
|
1021 |
|
1022 * to imitate or augment an existing form (supplemental material for |
|
1023 D&D3E) |
|
1024 * fundamentally to write your own game (Mutants & Masterminds) |
|
1025 * and I should mention some attempts at the latter which look more |
|
1026 like the former (Star Wars d20, Spycraft) |
|
1027 |
|
1028 No wonder it's impossible to discuss d20 sensibly! There's no game |
|
1029 there, not even a System. Therefore it passes out of the range of topics |
|
1030 for this essay; d20 presents a fascinating economics and marketing |
|
1031 phenomenon, but I think it's only meaningful in those terms. |
|
1032 |
|
1033 Historical perspective |
|
1034 How is Gamist design distributed across games throughout the hobby's |
|
1035 history? I'm now talking about explicit design features and facilitative |
|
1036 text in game-books, not play itself. My essay [17]A hard look at |
|
1037 Dungeons & Dragons addresses some of the factors that underlie this |
|
1038 section. |
|
1039 |
|
1040 The most striking feature across role-playing history is the astonishing |
|
1041 shift in the late 1980s from assuming that Gamist play was the default |
|
1042 to practically nothing - limited mainly to "old AD&D," various D&D |
|
1043 imitators, Shadowrun, or Rifts. |
|
1044 |
|
1045 I think this rarity is mainly a matter of rejection by texts that |
|
1046 facilitated other preferred modes of play. I specifically include AD&D2 |
|
1047 to be included in this shift, as I consider it to be mainly incoherent |
|
1048 with various and sometimes-contradictory doses of Simulationist design |
|
1049 scattered throughout, going all the way back to the Wilderness Survival |
|
1050 Guide and the Dragonlance modules. I also think that the various |
|
1051 setting-derivative AD&D2 boxed sets of the early 1990s (Al-Qadim, Dark |
|
1052 Sun, Planescape, et al.) explicitly facilitate Illusionist Simulationist |
|
1053 play. |
|
1054 |
|
1055 A similar textual rejection can be found in the publications of Lion |
|
1056 Rampant and later (same company) White Wolf, many of which explicitly |
|
1057 condemned Gamist play in subcultural terms. In many ways, this can be |
|
1058 seen as a reclamation of "hip" for role-playing, or at least for a given |
|
1059 company's role-playing products. |
|
1060 |
|
1061 In spite of all the textual rejection, I also think that the dearth of |
|
1062 texts reveals nothing about the commonality of Gamist play - I suspect |
|
1063 that Drift has kept Gamist play alive and quite active, even in the |
|
1064 absence of coherent games to use it for, especially for AD&D2, |
|
1065 Champions, Amber, and Vampire (see the GNS section below). Discussing |
|
1066 why such an overt, accessible, and functional brand of play did not act |
|
1067 as a solid demand on the marketplace of game design must await more |
|
1068 discussion of game-industry economics. |
|
1069 |
|
1070 Then again, perhaps my surprise is a matter of my own subcultural |
|
1071 limitations, if related hobbies are considered. Gamism remained alive |
|
1072 and well among computer games like Rogue, Nethack, Ultima library (later |
|
1073 to become Ultima Online), Zork, Advent(ure), MUDs, MUSHes, MOOs, |
|
1074 Everquest, Amethyst, and many more. Unfortunately, I'm an ignoramus |
|
1075 about this entire hobby, and any insights into its history, play |
|
1076 preferences, economics, and what-all would be very welcome at the Forge. |
|
1077 |
|
1078 Oh, and let's not forget that card game that showed up at the game store |
|
1079 counters a decade ago. I think that Magic: the Gathering is best |
|
1080 described as a portable, customizable wargame - and that part of its |
|
1081 popularity may be ascribed to the fact that the customers of the day had |
|
1082 never seen a wargame before. Unsurprisingly, a whole sector of people |
|
1083 who were involved in role-playing suddenly discovered the hobby they'd |
|
1084 been looking for. |
|
1085 |
|
1086 From a role-playing design perspective, Magic and many other |
|
1087 customizable card games reminded people of a principle that had been |
|
1088 abandoned for almost a decade: (1) that competitive Step On Up is |
|
1089 actually fun, rather than automatically Broken; (2) that elegant and |
|
1090 highly-prioritized game design permits easier entry and more |
|
1091 satisfaction in play; and (3) that Exploration may be customized to |
|
1092 taste, rather than considered an all-or-nothing variable. |
|
1093 |
|
1094 Finally, Gamist play has also cropped up across many products which are |
|
1095 sometimes called role-playing games, but are just a little off my |
|
1096 personal undefined cognitive space for that label, mainly due to the |
|
1097 role of "character" and certain aspects of how resolution is addressed. |
|
1098 All of them utilize control over narration as one of the variables of |
|
1099 play, thus shifting around the privileges of a traditional GM role, and |
|
1100 all of them are explicitly about winning the game much as one wins a |
|
1101 traditional card game. They include Once Upon a Time, The Adventures of |
|
1102 Baron von Munchausen, and Bedlam, and many others seem to be on the way |
|
1103 as well. As with the customizable Magic-type games, already they've |
|
1104 prompted many changes in role-playing, most notably in terms of |
|
1105 formalizing and permitting shifts among who gets to narrate the outcomes |
|
1106 of a given resolution mechanic. |
|
1107 |
|
1108 GNS issues |
|
1109 Memetic power |
|
1110 Nothing beats Gamism - once you have Step On Up in action, it takes |
|
1111 over. The main reason is simple: Step On Up is a recognizable, common, |
|
1112 coherent, and rewarding aspect of human behavior, which is why we see it |
|
1113 all 'round the place. Role-playing is just another venue. So, basically, |
|
1114 everyone gets it, and once present, Situation becomes Challenge, and the |
|
1115 cognitive fascination with esteem relative to performance becomes the |
|
1116 order of the day. It doesn't rely on any particular game mechanic to be |
|
1117 present - consider that any metric for social esteem is a candidate for |
|
1118 Step On Up, and that any element of in-game content is a candidate for |
|
1119 Challenge. You're bound to find someone's own personal profile for these |
|
1120 in the game-content somewhere! |
|
1121 |
|
1122 It also takes over easily mechanically in many instances of game design, |
|
1123 especially in Simulationist-facilitating games, in two ways. The first |
|
1124 way is to perceive system-based opportunities for advantage: breakpoints |
|
1125 in point-allocation design, stacking of options into unique effects, and |
|
1126 similar. Such things are often offered as neat add-ons in |
|
1127 otherwise-Simulationist designs, but they take over fast when character |
|
1128 niche-protection switches into literal character-defense. The second |
|
1129 way, unsurprisingly, is through reward systems: a traditional |
|
1130 character-improvement system can switch to a fully-social Step On Up |
|
1131 reward system any time anyone wants, especially since it's |
|
1132 self-perpetuating. |
|
1133 |
|
1134 Clinton provided this example: |
|
1135 |
|
1136 ... find a copy of Player's Option: Skills and Powers for AD&D2. It |
|
1137 took the broken Simulationism of that game and added a huge layer of |
|
1138 Gamism to the construction of characters. I remember making up some |
|
1139 serious monstrosities with this book. |
|
1140 |
|
1141 The most common Gamist-Drift events in my experience are found in the |
|
1142 following games: |
|
1143 |
|
1144 * Gamist-Drifted Champions falls into two types: point-strategizing or |
|
1145 movement/action-strategizing. The reward metric is plain old success |
|
1146 in in-game conflicts, or demonstrated "superior knowledge" of the |
|
1147 game's mathiness. |
|
1148 * Gamist-Drifted Amber is characterized by Drama-bullying toward |
|
1149 Situation-control, essentially an unstructured version of Pantheon. |
|
1150 It can also include point-mongering depending on certain |
|
1151 rules-interpretation. The reward metric may be in-game social |
|
1152 advancement (e.g. Throne War) or simply moment-to-moment struggles |
|
1153 over who's in charge of the narration. |
|
1154 * Gamist-Drifted Vampire consists of extensive breakpoint |
|
1155 exploitation. The metric is Champions-like character effectiveness, |
|
1156 specifically who can ignore as well as deliver the most damage. More |
|
1157 subtly, it's also coolness, whoever gets to be perceived as the most |
|
1158 real-Goth of the bunch. Many Vampire LARPs tend in this direction as |
|
1159 well, with the added benefits of singles-bar interactions. |
|
1160 |
|
1161 All of the above tend toward Powergaming as well, with attendant shifts |
|
1162 to the other branches of the Hard Core over time. |
|
1163 |
|
1164 The common reaction to this easy transition, for non-Gamist-inclined |
|
1165 players, is pure terror - it's the Monsters from the Id! In-group |
|
1166 conflicts over the issue have been repeated from group to group, game to |
|
1167 game, throughout the entire history of the hobby. |
|
1168 |
|
1169 One such thing is a tug-of-war regarding following rules vs. |
|
1170 not-following rules. What the rules actually say becomes yet another |
|
1171 variable even as people argue about whether they should be followed, and |
|
1172 when both of these issues are firing at once, nothing can possibly be |
|
1173 resolved. The result is always to consider either following or ignoring |
|
1174 rules to be "right" when it goes your way. |
|
1175 |
|
1176 Another tack is for some groups and game designers to treat Gamism's |
|
1177 easy "in" as a necessary evil and to take an appeasement approach. The |
|
1178 "Id" can be controlled, they say, as long as the Superego (the GM) stays |
|
1179 firmly in charge and gives it occasional fights and a reward system |
|
1180 based on improving effectiveness. This approach may rank among the |
|
1181 most-commonly attempted yet least-successful tactic in all of game |
|
1182 design. It will never actually work: the Lumpley Principle correctly |
|
1183 places the rules and procedures of play at the mercy of the Social |
|
1184 Contract, not the other way around. Therefore, even if such a game |
|
1185 continues, it has this limping-along, gotta-put-up-with-Bob feel to it. |
|
1186 |
|
1187 Hybridization |
|
1188 Simulationist play is an excellent "subordinate" mode for Gamist play. A |
|
1189 game designed toward this sort of play is also open to functional Drift |
|
1190 toward Sim-only as people toss out that "weird stuff" or that |
|
1191 "powergamer" stuff. See Rifts, Shadowrun, and Age of Heroes. |
|
1192 |
|
1193 However, Gamist play is a terrible "subordinate" mode for Simulationist |
|
1194 play, because it takes over in a heartbeat, for all the reasons listed |
|
1195 above. I should clarify, however, that I'm talking strictly about play |
|
1196 itself, not texts. Looking at texts through several editions, the |
|
1197 overwhelming tendency is to Drift toward Simulationism. I think this |
|
1198 phenomenon has several causes, including pseudo-solutions for trying to |
|
1199 prevent Gamist play, specifically the Hard Core. |
|
1200 |
|
1201 Gamist and Narrativist play have an interesting relationship, but it's |
|
1202 hard to see or understand unless you have experience with solid |
|
1203 non-Simulationist game play, which very few role-players have. Nearly |
|
1204 all of us have dealt mainly with Sim-design and Sim-assumptions, with |
|
1205 both Gamism and Narrativism as semi-dysfunctional interfering |
|
1206 priorities, and resulting in a lot of compromises rather than solutions. |
|
1207 We know that when Simulationist play is involved and either or both |
|
1208 Gamist and Narrativist play crops up, then a terrible struggle emerges |
|
1209 among the modes. The entire White Wolf line of games represents a |
|
1210 fascinating case study of the phenomenon, starting with Vampire and, in |
|
1211 my view, culminating with a Narrativist direction with Adventure!. |
|
1212 Another case study is the history of the Hero System, which by |
|
1213 fourth-edition Champions was resolved in favor of Simulationist design. |
|
1214 |
|
1215 But if Simulationist-facilitating design is not involved, then the whole |
|
1216 picture changes. Step On Up is actually quite similar, in social and |
|
1217 interactive terms, to Story Now. Gamist and Narrativist play often share |
|
1218 the following things: |
|
1219 |
|
1220 * Common use of player Author Stance (Pawn or non-Pawn) to set up the |
|
1221 arena for conflict. This isn't an issue of whether Author (or any) |
|
1222 Stance is employed at all, but rather when and for what. |
|
1223 * Fortune-in-the-middle during resolution, to whatever degree - the |
|
1224 point is that Exploration as such can be deferred, rather than |
|
1225 established at every point during play in a linear fashion. |
|
1226 * More generally, Exploration overall is negotiated in a casual |
|
1227 fashion through ongoing dialogue, using system for input (which may |
|
1228 be constraining), rather than explicitly delivered by system per se. |
|
1229 * Reward systems that reflect player choices (strategy, aesthetics, |
|
1230 whatever) rather than on in-game character logic or on conformity to |
|
1231 a pre-stated plan of play. |
|
1232 |
|
1233 Which is a really long-winded way of saying that one or the other of the |
|
1234 two modes has to be "the point," and they don't share well - but unlike |
|
1235 either's relationship with Simulationist play (i.e., a potentially |
|
1236 hostile one), Gamist and Narrativist play don't tug-of-war over "doing |
|
1237 it right" - they simply avoid one another, like the same-end poles of |
|
1238 two magnets. Note, I'm saying play, not players. The activity of play |
|
1239 doesn't hybridize well between Gamism and Narrativism, but it does |
|
1240 shift, sometimes quite easily. |
|
1241 |
|
1242 Obviously, if the group is disinclined to do this, it can't happen. So |
|
1243 in Gamist vs. Narrativist play, absent Simulationism, it may be a matter |
|
1244 of "what we wanna do," and a very easy adjustment to system to reflect |
|
1245 that in many cases, because how we "do" things is very similar already. |
|
1246 |
|
1247 The key to the shift seems to be the reward system, not resolution - not |
|
1248 about "how we decide what happens" so much as "how we decide that we're |
|
1249 having fun." How a group plays Toon, for instance, depends wholly on |
|
1250 whether Plot Points are used for scoring or whether they're employed as |
|
1251 a multiple-author cartoon-story creation device. Similarly, the weak |
|
1252 endgame of Once Upon a Time is resolved locally per group based on |
|
1253 whether the group acceptance of the Ending card or the emptying of one's |
|
1254 hand is the metric for ending the game. |
|
1255 |
|
1256 If the reward system is less abstract and embedded deeply into the rest |
|
1257 of the game, as with Sorcerer and Rune, shifting priorities becomes less |
|
1258 easy. The Dying Earth provides a phenomenal example of Narrativist play |
|
1259 using previously-Gamist methods, minimizing Drift with three things: |
|
1260 non-spiraling game interactions (rock-paper-scissors), limiting returns |
|
1261 (e.g. negative exponential improvement), and overwhelming rewards that |
|
1262 promote an alternative metagame priority better suited to Narrativism. |
|
1263 |
|
1264 The history of Tunnels & Trolls offers, I think, one of the most |
|
1265 powerful examples of the phenomenon in the theory of game design ever, |
|
1266 back around 1980. I cannot recommend reading and playing T&T highly |
|
1267 enough to the student of Gamist and Narrativist play. I also recommend |
|
1268 reading all of their solo adventure scenarios, with special reference to |
|
1269 date and author, and also as many copies of the magazine Sorcerer's |
|
1270 Apprentice as possible. Here's a conceptual hint: the T&T reward system |
|
1271 doesn't award experience points for finding or spending money, but that |
|
1272 design feature has nothing to do with "realism" at all. It's set up to |
|
1273 prevent double-dipping, which is to say, gaining both attribute |
|
1274 improvement and better weapons, armor, and spells through one metric. |
|
1275 Thus "money" in this game is really a parallel Adventure-Point system |
|
1276 for improving character features that are not attributes. |
|
1277 |
|
1278 Balance: the sort-of issue |
|
1279 "Balance" is one of those words which is applied to a wide variety of |
|
1280 activities or practices that may be independent or even contradictory. |
|
1281 (See the linked threads in the Glossary.) The word is thrown about like |
|
1282 a shuttlecock with little reference to any definition at all. That's the |
|
1283 current state of the art. So I'm taking time-out on the Gamism-only |
|
1284 discussion to go on a full GNS balance rant, because the assumption that |
|
1285 Gamist play is uniquely or definitively concerned with "balance" is |
|
1286 very, very mistaken. |
|
1287 |
|
1288 Overall |
|
1289 |
|
1290 1. Compare "balance" with the notion of parity, or equality of |
|
1291 performance or resources. If a game includes enforced parity, is it |
|
1292 is balanced? Is it that simple? And if not, then what? |
|
1293 2. Bear in mind that Fairness and Parity are not synonymous. One or the |
|
1294 other might be the real priority regardless of which word is being |
|
1295 used. Also, "Fair" generally means, "What I want." |
|
1296 3. Are we discussing the totality of a character (Effectiveness, |
|
1297 Resource, Metagame), or are we discussing Effectiveness only, or |
|
1298 Effectiveness + Resource only? |
|
1299 4. Are we discussing "screen time" for characters at all, which has |
|
1300 nothing to do with their abilities/oomph? |
|
1301 5. Are we discussing anything to do at all with players, or rather, |
|
1302 with the people at the table? Can we talk about balance in regard to |
|
1303 attention, respect, and input among them? Does it have anything to |
|
1304 do with Balance of Power, referring to how "the buck" (where it |
|
1305 stops) is distributed among the members of the group? |
|
1306 |
|
1307 They can't all be balance at once. |
|
1308 |
|
1309 Within Gamist play |
|
1310 |
|
1311 1. Parity of starting point, with free rein given to differing degrees |
|
1312 of improvement after that. Basically, this means that "we all start |
|
1313 equal" but after that, anything goes, and if A gets better than B, |
|
1314 then that's fine. |
|
1315 2. The relative Effectiveness of different categories of strategy: |
|
1316 magic vs. physical combat, for instance, or pumping more investment |
|
1317 into quickness rather than endurance. In this sense, "balance" means |
|
1318 that any strategy is at least potentially effective, and |
|
1319 "unbalanced" means numerically broken. |
|
1320 3. Related to #2, a team that is not equipped for the expected range of |
|
1321 potential dangers is sometimes called unbalanced. |
|
1322 4. In direct contrast to #1, "balance" can also mean that everyone is |
|
1323 subject to the same vagaries of fate (Fortune). That is, play is |
|
1324 "balanced" if everyone has a chance to save against the Killer Death |
|
1325 Trap. Or it's balanced because we all rolled 3d6 for Strength, |
|
1326 regardless of what everyone individually ended up with. (Tunnels & |
|
1327 Trolls is all about this kind of play.) |
|
1328 5. The resistance of a game to deliberate Breaking. |
|
1329 |
|
1330 Within Simulationist play |
|
1331 I am forced to speak historically here, in reference to existing and |
|
1332 widespread Simulationist approaches, not to any potential or theoretical |
|
1333 ones. So think of Call of Cthulhu, GURPS, and Rolemaster as you read the |
|
1334 next part. |
|
1335 |
|
1336 1. One fascinating way that the term is applied is to the |
|
1337 Currency-based relationship among the components of a character: |
|
1338 Effectiveness, Resource, Metagame. That's right - we're not talking |
|
1339 about balance among characters at all, but rather balance within the |
|
1340 interacting components of a single character. I realize that this |
|
1341 sounds weird. Check back in the Sim essay to see how important these |
|
1342 within-character interactions can be in this mode of play. |
|
1343 2. And, completely differently, "balance" is often invoked as an |
|
1344 anti-Gamist play defense, specifically in terms of not permitting |
|
1345 characters to change very much relative to one another, as all of |
|
1346 them improve. This is, I think, the origin of "everyone gets a |
|
1347 couple EPs at the end of each session" approach, as opposed to |
|
1348 "everyone gets different EPs on the basis of individual |
|
1349 performance." |
|
1350 3. Rules-enforcement in terms of Effectiveness, which is why GURPS has |
|
1351 point-total limits per setting. Note that heavy layering renders |
|
1352 this very vulnerable to Gamist Drift. |
|
1353 |
|
1354 Within Narrativist play |
|
1355 This gets a little tricky because I can't think of a single coherent |
|
1356 Narrativist game text in which balance as a term is invoked as a design |
|
1357 or play feature, nor any particular instance of play I've been involved |
|
1358 in which brought the issue up. But I'm pretty sure that it's a |
|
1359 protagonism issue. |
|
1360 |
|
1361 1. "Balance" might be relevant as a measure of character screen time, |
|
1362 or perhaps weight of screen time rather than absolute length. This |
|
1363 is not solely the effectiveness-issue which confuses everyone. |
|
1364 Comics fans will recognize that Hawkeye is just as significant as |
|
1365 Thor, as a member of the Avengers, or even more so. In game terms, |
|
1366 this is a Character Components issue: Hawkeye would have a high |
|
1367 Metagame component whereas Thor would have a higher Effectiveness |
|
1368 component. |
|
1369 2. Balance of Power is relevant to all forms of play, but it strikes me |
|
1370 as especially testy in this mode. |
|
1371 |
|
1372 That's the end of my balance rant, but I beg and plead of anyone who |
|
1373 reads this essay: I would very much like never to hear again that (1) |
|
1374 Gamist play must be uniquely obsessed with balance, or (2) if play is |
|
1375 concerned with any form of balance, it must be Gamist. These are |
|
1376 unsupportable habits of thought that pervade our hobby and represent |
|
1377 very poor understanding of the issues involved. |
|
1378 |
|
1379 Pitfalls for Gamist design |
|
1380 Elegance is the key - which is to say, each piece of the system does |
|
1381 what it does, has the implications that it has, and doesn't create wonky |
|
1382 spirals or novel relationships that devalue the Step On Up or Challenge |
|
1383 parameters. Easy to say, eh? Well, it's damned hard to do, as many an |
|
1384 inventor of a new board game or new card game can attest. |
|
1385 |
|
1386 Defend against Breaking through elegance, not through patch rules. |
|
1387 Eliminate, from the ground up, all recursiveness, nonfunctional layers, |
|
1388 and mathematical ratios. |
|
1389 |
|
1390 Fortune should be present for a Gamist reason, for instance, to |
|
1391 introduce uncertainty at specific points, for specific impacts on the |
|
1392 goals of play. It can be very rare to absent, or wildly and constantly |
|
1393 present, but whatever it is, it needs to "spike" the play-experience |
|
1394 rather than dilute it. Using Fortune to model the statistical vagaries |
|
1395 of in-game physical effects should be a secondary concern, if present at |
|
1396 all. |
|
1397 |
|
1398 A Double-Hose occurs when features of a character are forced downward by |
|
1399 a low score in some other feature, and when both features are important. |
|
1400 In Tunnels & Trolls, for instance, a low Strength and Dexterity limit |
|
1401 one's choice of weapons to lower-damage items, as well as lower the |
|
1402 "adds" (bonuses) for attacks. If you must have a Double-hose, make it |
|
1403 easy to replace or recoup "losses," and also make it easy to escape the |
|
1404 Hose soon through character improvement. |
|
1405 |
|
1406 Beware of end-runs which permit a Challenge to be solved without the |
|
1407 requisite Step On Up ability or competence. Playtest the game multiple |
|
1408 times with people who are determined to beat it. |
|
1409 |
|
1410 Do not confuse character improvement for "winning," especially if the |
|
1411 process is slow and painful. On a related point, do not set the venue |
|
1412 and length of a "go," which is to say a unit of success or failure at |
|
1413 the Step On Up level, equivalent to the entirety of a long-term, |
|
1414 no-set-end, many-session game. |
|
1415 |
|
1416 Don't be a weenie - include loss conditions that can be recognized and |
|
1417 that do not undercut play. Decide whether such a loss ends the game as a |
|
1418 whole or permits it to continue, but do not commit the common mistake of |
|
1419 "loss means sit out" - this is not viable for roleplaying. As soon as |
|
1420 you have to let people win so that they'll keep playing, the |
|
1421 relationship of Step On Up to Challenge dies nastily, leaving no |
|
1422 alternative but to reinvent the game in Hard Core form. |
|
1423 |
|
1424 Beware of Heartbreaker design, particularly the Fantasy ones. Such games |
|
1425 are wonderful to write and often very enjoyable among one's group, but |
|
1426 ultimately of little interest to anyone else. More subtly, don't fall |
|
1427 into the trap of providing Gamist design-features as an appeasement |
|
1428 strategy - do it or don't. |
|
1429 |
|
1430 Here's my current shot at a little Gamist design: [18]Black Fire. It's |
|
1431 even more alpha-alpha than Mongrel was, for the Simulationism essay, so |
|
1432 let's see what happens. |
|
1433 |
|
1434 Troubles for the Gamist |
|
1435 GNS incompatibility |
|
1436 The basic hassle arises due to Gamism's "easy in" during play. If one or |
|
1437 two people get the bug, so to speak, and no one else does, then GNS |
|
1438 incompatibility disrupts play. This specific problem - the |
|
1439 Drifted-to-Gamist ensconced in an otherwise-oriented group - is so |
|
1440 common among Simulationist play especially that it, like the Hard Core, |
|
1441 gets labeled with munchkinism. It's usually seen in texts from bitter |
|
1442 non-Gamists and their "grow up from munchkinism" rants. |
|
1443 |
|
1444 The following is from the GM section of Arrowflight (2002, Deep 7, |
|
1445 author is Todd Downing): |
|
1446 |
|
1447 Dealing with Munchkins The other side to the "cheating" coin is the |
|
1448 competitive gamer, a breed also known as "Munchkin." Munchkins are |
|
1449 players who dilute the experience through a combination of |
|
1450 rules-mongering and overt cheating. |
|
1451 |
|
1452 [alarming rant snipped; includes examples of lying about dice rolls - |
|
1453 RE] |
|
1454 The best games are those where everyone is playing a role, striving |
|
1455 for a goal and working as a unit (that doesn't mean that every |
|
1456 character must like every other character, but player must at least |
|
1457 properly play the role they've chosen). If you find a Munchkin in your |
|
1458 midst, there are numerous ways to deal with him, depending on the |
|
1459 offense: |
|
1460 |
|
1461 [methods follow, all relying on the GM having final say in any aspect |
|
1462 of the game - RE] |
|
1463 ... most players are at least conscientious and intelligent enough not |
|
1464 to harm their own playing experience as well as that of the other |
|
1465 players, but the exceptions are out there. As they say, "there's one |
|
1466 in every group." You don't have to tolerate them in yours. |
|
1467 |
|
1468 Downing's prose is clearly angry. To him, any degree of striving for |
|
1469 advantage among players, for anything, constitutes breaking the Social |
|
1470 Contract, to the same degree as lying about dice outcomes. Let's break |
|
1471 that down, though. He doesn't mind striving for a goal, as long as it's |
|
1472 an in-character, in-game goal, and much Gamist play can be consistent |
|
1473 with that. And much Gamist play also prioritizes working as a unit with |
|
1474 other players. All that's left is the "playing a role" distinction, and |
|
1475 Downing's real beef seems to be that "playing a role" is not these |
|
1476 players' first priority, i.e., they are not Simulationists in the mode |
|
1477 that is reinforced throughout the text of Arrowflight. |
|
1478 |
|
1479 Although I understand where he and many other authors are coming from, |
|
1480 which is GNS-synecdoche pure and simple, this and similar anti-Gamist |
|
1481 texts go too far - Step On Up play, even with a dose of competition, |
|
1482 does not deserve being labeled unconscientious and unintelligent. |
|
1483 Basically, the authors confound two things. |
|
1484 |
|
1485 * The player who turns any instance of play into social |
|
1486 power-tripping, rivalry, rancor, and disruption. I shall call this |
|
1487 person "the Prick." The important thing to realize is that this |
|
1488 person is not a Gamist at all, and that Pricks disrupt any form of |
|
1489 play; a Simulationist-Gamist mismatch is one thing, but stubborn |
|
1490 disruption is another. The fault lies at the Social Contract level, |
|
1491 not at the GNS level. |
|
1492 * The person who really wants to play Gamist but is in the wrong |
|
1493 group, giving rise to secondary dysfunctions of various sorts. This |
|
1494 person is usually derided as "the powergamer" or "the munchkin" by |
|
1495 the others, but I hasten to add that the fault lies with the GNS |
|
1496 mismatch, not with the person as a social human, and that his or her |
|
1497 mode of Gamist play may not even include the Hard Core. |
|
1498 |
|
1499 This section is perhaps harsh on the Simulationist approach and |
|
1500 assumptions. I also need to acknowledge that a bored Gamist-inclined |
|
1501 player, seeing no engaging Challenge, has been known, on occasion, to |
|
1502 turn his attention toward the Hard Core, specifically Turnin' and |
|
1503 Breaking the game. If it's clear that the other individuals don't |
|
1504 appreciate this, and if he or she continues, then what's happened is the |
|
1505 Birth of a Prick that some better understanding of contrasting GNS goals |
|
1506 might have prevented. I used to see this all the time in Champions |
|
1507 groups, and it's horrible. I can at least sympathize with where |
|
1508 Downing's coming from. |
|
1509 |
|
1510 Troubles within Gamism |
|
1511 Now I'm talking about troubles within Gamism rather than with it. All |
|
1512 three modes boast an array of specific dysfunctions, and here are the |
|
1513 sorts that Gamists encounter among their own. (Side point: Simulationist |
|
1514 dysfunctions include The Impossible Thing, Transparency, and placing |
|
1515 "realism" as the core value; Narrativist dysfunctions include |
|
1516 railroading, sizzle over steak, and interfering through deprotagonism.) |
|
1517 |
|
1518 The core problem in Gamist dysfunction is not knowing what the Step On |
|
1519 Up is actually about. It results in all kinds of things, most usually |
|
1520 ramping-up the competitive levels and shifting to the Hard Core, usually |
|
1521 in the form of Turnin' and Calvinball beyond what other members of the |
|
1522 group want to do. A related problem concerns Author vs. Pawn Stance, |
|
1523 which is to say, differing standards for moment-to-moment Exploration of |
|
1524 Character. When I see a player completely abandon all Stances but Pawn |
|
1525 through several scenes of play, it's like the sinister drumming |
|
1526 emanating from the leafy jungle the night before the massacre. Many a GM |
|
1527 in a Gamist-oriented group strictly enforces justifications of |
|
1528 characters' behavior in an attempt to stave off the problem, although |
|
1529 frankly, if he has to resort to decrees, threats, and pleas, it's |
|
1530 probably already too late. |
|
1531 |
|
1532 These "core" issues should look similar to the GNS-mismatch issue |
|
1533 described above, because it's the Birth of a Prick all over again, only |
|
1534 within the Gamist mode. |
|
1535 |
|
1536 The other, more extreme dysfunction arises from the player who is |
|
1537 basically a poor sport, or, "the Wimp," which is unfortunately the most |
|
1538 common dysfunctional Gamism. It has its parallels in other Step On Up, |
|
1539 non-role-playing activities; people are sure to recognize them from |
|
1540 their hobbies. |
|
1541 |
|
1542 * Critical commentary that goes beyond simple joshing or observation |
|
1543 into abuse: "You suck," delivered to someone who happened to roll a |
|
1544 1 rather than a 20; this is often combined with an inability to |
|
1545 tolerate joshing oneself. (What degree of verbiage counts as abuse |
|
1546 varies from group to group.) |
|
1547 * Manipulating the others' parameters for how-to-play, e.g., tattling |
|
1548 to the GM that so-and-so is violating his or her character's |
|
1549 alignment. |
|
1550 * Stating what another player "should have done" as a form of constant |
|
1551 criticism. This is a bigger deal than it looks, as in Gamist play, |
|
1552 it's all right not to make the best choice all the time, but |
|
1553 personal choice in the Crunch or Gamble is sacrosanct. Essentially, |
|
1554 it constitutes protagonism in Gamist play. The Wimp de-protagonizes |
|
1555 other players' characters all the time by de-valuing the players' |
|
1556 decisions from his armchair. Breaking the Contract: if I can't win, |
|
1557 I'll take my football and go straight home; or lashing out at allies |
|
1558 as if they were foes; or being socially obnoxious until granted an |
|
1559 advantage or perceived entitlement. |
|
1560 * Plain wussy-cheating: stating it was "in" when it was "out," and |
|
1561 similar, and pouting when the tactic doesn't work, usually escalates |
|
1562 to breaking the baseline cooperative Social Contract that underlies |
|
1563 the Step On Up in question. |
|
1564 |
|
1565 Bluntly, in any context besides role-playing, this kind of behavior will |
|
1566 get your ass kicked for you, or at the very least, instantly excluded |
|
1567 from the activity. It's simply not socially tolerable. The real question |
|
1568 is why it's widely observed in the role-playing hobby, for which I can |
|
1569 see two reasons. |
|
1570 |
|
1571 1. Wimpiness is often observed among young people as they work out the |
|
1572 "rules of life" through all sorts of play-activity, among other |
|
1573 unpleasant behaviors such as bullying. This is why adults usually |
|
1574 don't play with kids unless they can enforce certain social |
|
1575 standards, i.e., act as social mentors in addition to playing the |
|
1576 game. |
|
1577 2. I think that the Social Context of role-playing is currently in |
|
1578 disarray. It's out of the scope of this essay to go into the issue |
|
1579 in detail, but see the [19]Social Context discussion on the Forge |
|
1580 for some notions. The short version is that friendships cannot be |
|
1581 placed at stake based on in-play events - if they are, then Step On |
|
1582 Up places way too much pressure on the agreement to play together at |
|
1583 all. |
|
1584 |
|
1585 Confusingly, many Gamist-oriented players call Wimpiness "munchkinism," |
|
1586 making three distinct uses for the term so far. |
|
1587 |
|
1588 The bitterest role-player in the world |
|
1589 Meet the low-Step On Up, high-Challenge Gamist, with both "little red |
|
1590 competition" dials spun down to their lowest settings. |
|
1591 |
|
1592 This person prefers a role-playing game that combines Gamist potential |
|
1593 with Simulationist hybrid support, such that a highly Explorative |
|
1594 Situation can evolve, in-game and without effort, into a Challenge |
|
1595 Situation. In other words, the social-level Step On Up "emerges" from |
|
1596 the events in-play. This view, and its problematic qualities, are |
|
1597 extremely similar to that of the person who wants to see full-blown |
|
1598 Narrativist values "just appear" from a Simulationist-play foundation. |
|
1599 It's possible, but not as easy and intuitive as it would seem. |
|
1600 |
|
1601 His preferred venue for the Gamist moments of play is a small-scale |
|
1602 scene or crisis embedded in a larger-scale Exploration that focuses on |
|
1603 Setting and Character. In these scenes, he's all about the Crunch: |
|
1604 Fortune systems should be easy to estimate, such that each instance of |
|
1605 its use may be chosen and embedded in a matrix of strategizing. |
|
1606 Point-character construction and menus of independent feats or powers |
|
1607 built to resist Powergaming are ideal. |
|
1608 |
|
1609 As for playing the character, it's Author Stance all the way. He likes |
|
1610 to imagine what "his guy" thinks, but to direct "his guy" actions from a |
|
1611 cool and clear Step On Up perspective. The degree of Author Stance is |
|
1612 confined to in-game imaginative events alone and doesn't bleed over into |
|
1613 Balance of Power issues regarding resolution at all. |
|
1614 |
|
1615 Related to the Stance issue, he is vehemently opposed to the Hard Core, |
|
1616 even to any hints of it or any exploitable concepts that it seizes upon |
|
1617 most easily. For instance, reward system that functions at the metagame |
|
1618 level is anathema: not only should solid aesthetics should be primary, |
|
1619 but he is rightly leery of the Hard Core eye for such reward systems. |
|
1620 "Balance" for him consists of the purity of the Resource system and |
|
1621 unbroken Currency. It's consistent with the Simulationist Purist for |
|
1622 System values and represents further defenses against the Hard Core. |
|
1623 |
|
1624 He probably developed his role-playing preferences in highly-Drifted |
|
1625 AD&D2 or in an easily-Drifted version of early Champions, both of which |
|
1626 he probably describes as playing "correctly" relative to other groups |
|
1627 committed to these games. |
|
1628 |
|
1629 This man (I've met no women who fit this description) is cursed. He's |
|
1630 cursed because the only people who can enjoy playing with him, and vice |
|
1631 versa, are those who share precisely his goals, and these goals are very |
|
1632 easily upset by just about any others. |
|
1633 |
|
1634 * His heavy Sim focus keeps away the "lite" Gamists who like |
|
1635 Exploration but not Simulationism. |
|
1636 * The lack of metagame reward system keeps away most Gamists in |
|
1637 general. |
|
1638 * Hard Core Gamists will kick him in the nuts every time, just as they |
|
1639 do to Simulationist play. |
|
1640 * Most Simulationist-oriented players won't Step Up - they get no |
|
1641 gleam in their eye when the Challenge hits, and some are even happy |
|
1642 just to piddle about and "be." |
|
1643 * Just about anyone who's not Gamist-inclined lumps him with "those |
|
1644 Gamists" and writes him off. |
|
1645 |
|
1646 I've known several of these guys. They are bitter, I say. Imagine years |
|
1647 of just knowing that your "perfect game" is possible, seeing it in your |
|
1648 mind, knowing that if only a few other people could just play their |
|
1649 characters exactly according to the values that you yourself would play, |
|
1650 that your GM-preparation would pay off beyond anyone's wildest dreams. |
|
1651 Now imagine years of encountering all the bulleted points above, over |
|
1652 and over. |
|
1653 |
|
1654 At present, I have no suggestions to help them, just as I cannot help |
|
1655 those who expect to see "story" consistently emerge from play that does |
|
1656 not prioritize it. I hope some dialogue at the Forge might come up with |
|
1657 some solutions. |
|
1658 |
|
1659 What I like about Gamism |
|
1660 Gamist-inclined players tend to be unashamed regarding their |
|
1661 preferences. Their role-playing is easily understood, diverse in |
|
1662 application, unpretentious, and often perfectly happy with its role |
|
1663 relative to the person's social life at large. The Gamists have a lot to |
|
1664 teach the rest of the hobby about self-esteem. |
|
1665 |
|
1666 Some folks seem to think that Gamist play lacks variety, to which I say, |
|
1667 "nonsense." Scrabble is "always the same," and it's fun as hell; simple |
|
1668 games do not mean simplistic, shallow, or easy. What matters is whether |
|
1669 the strategy of the moment is fun. Well-designed, multiple-edged Step On |
|
1670 Up activities with fully-developed competition are endlessly diverting |
|
1671 and provide an excellent basis for friendship. Anyone who thinks that |
|
1672 such things in role-playing necessarily cannot be fun and will |
|
1673 necessarily destroy social interactions is badly mistaken - what's |
|
1674 needed is better, more diverting, and more multiply-angled design. D&D3E |
|
1675 and Rune are just the start, and their overt roots in 1970s-style |
|
1676 dungeon crawls indicate, I think, that the hobby's efforts in Gamist |
|
1677 design are so far limited to getting its first steps re-created |
|
1678 properly. |
|
1679 |
|
1680 What I'm calling for is a better appreciation for functional Gamist |
|
1681 role-playing, overtly and even joyfully stated in the games' design and |
|
1682 texts. Given the introduction of D&D3E, I think this long-unmet need is |
|
1683 being satisfied without my help, but I also think that lots of people |
|
1684 might enjoy Gamist play that's not D&D style fantasy. Why not whole new |
|
1685 venues, such as romance, or sports! |
|
1686 |
|
1687 Good new designs remind largely unexplored. Where are the sensible |
|
1688 reward systems that integrate Challenge and Step On Up in some way, and |
|
1689 are not wholly defined by increasing Effectiveness values or promoting |
|
1690 tug-of-war over narration? Where are the loss conditions that are not |
|
1691 recursive regarding continued play? |
|
1692 |
|
1693 The Hard Question |
|
1694 Each of these three essays concludes with a challenge to the role-player |
|
1695 who prefers the mode under discussion. For the Gamist, the question is, |
|
1696 why is role-playing your chosen venue as a social hobby? There are lots |
|
1697 and lots of them that unequivocally fit Step On Up with far less |
|
1698 potential for encountering conflicting priorities: volleyball, chess, or |
|
1699 pool, if you like the Crunch; horse races or Las Vegas if you like the |
|
1700 Gamble; hell, even organized amateur sports like competitive martial |
|
1701 arts or sport fishing. |
|
1702 |
|
1703 Do you play Gamist in role-playing because it doesn't hurt your ego as |
|
1704 much as other venues might? Is role-playing safer in some way, in terms |
|
1705 of the loss factor of Step On Up? Even more severely, are you sticking |
|
1706 to role-playing because many fellow players subscribe to the "no one |
|
1707 wins in role-playing" idea? Do you lurk like Grendel among a group of |
|
1708 tolerant, perhaps discomfited Simulationists, secure that they are |
|
1709 disinclined to Step On Up toward you? In which case, you can win against |
|
1710 them or the game all the time, but they will never win against you? |
|
1711 |
|
1712 I accuse no one of affirmative answers to these questions; that's the |
|
1713 reader's business. But I do think answering them should be a high |
|
1714 priority. |
|
1715 |
|
1716 Glossary |
|
1717 See the Glossary in the other essays as well as definitions and |
|
1718 explanations in the "GNS and related matters" essay. |
|
1719 |
|
1720 Actor Stance |
|
1721 the real person determines the character's decisions and actions |
|
1722 using only knowledge and perceptions that the character would have. |
|
1723 |
|
1724 Author Stance |
|
1725 the real person determines the character's decisions and actions |
|
1726 based on the real person's priorities, Author Stance includes two |
|
1727 sub-categories |
|
1728 in "Author" Author Stance, the person then retroactively "motivates" |
|
1729 the character to perform the acts in question; in "Pawn" Author |
|
1730 Stance, he or she does not. Pawn Stance is often identified with |
|
1731 Gamist play, but this identification is false for either Stance or |
|
1732 Mode. |
|
1733 |
|
1734 Balance |
|
1735 this term is undefined. See the discussion in this text. |
|
1736 |
|
1737 Balance of Power |
|
1738 how the "buck stops here" authority regarding resolution in play is |
|
1739 distributed among members of a role-playing group. This term was |
|
1740 first applied to role-playing interactions by Hunter Logan. |
|
1741 |
|
1742 Breaking the game |
|
1743 a dysfunctional technique of Hard Core Gamist play, characterized by |
|
1744 rendering other participants' efforts ineffective without recourse. |
|
1745 |
|
1746 Calvinball |
|
1747 a potentially-dysfunctional technique of Hard Core Gamist play, |
|
1748 characterized by making up the rules of a game as it is played, |
|
1749 especially in the immediate context of advantaging oneself and |
|
1750 disadvantaging one's opponents. "Tagged you! Tags mean you're out!" |
|
1751 "It's Tuesday! Tagging doesn't work on Tuesdays!" This term, |
|
1752 obviously, is pulled from the comic strip Calvin & Hobbes. |
|
1753 |
|
1754 Challenge |
|
1755 the Situation of play in the Gamist context, specifically, adversity |
|
1756 or imposed risk to player-characters of any kind. It's the |
|
1757 imaginative arena for the more general Social Contract of Gamist |
|
1758 play, called Step On Up. |
|
1759 |
|
1760 Character Components |
|
1761 the features of a role-playing character. All are present for all |
|
1762 characters, even if one or more is not explicitly part of the textual |
|
1763 rules. See Effectiveness, Metagame, and Resource; also see Currency. |
|
1764 |
|
1765 Coherence |
|
1766 any functional combination, including singletons, of GNS priorities. |
|
1767 Please note that "coherency" is not a word. |
|
1768 |
|
1769 Congruence |
|
1770 refers to play in which two or more different GNS modes may be |
|
1771 expressed in such a way that they neither interfere with one another |
|
1772 nor are easily distinguished through observation; the term was coined |
|
1773 by Walt Freitag in [20]GNS and "Congruency". I am revising the term |
|
1774 to "congruence" in the interest of grammar. |
|
1775 |
|
1776 Creative agenda |
|
1777 the aesthetic priorities and any matters of imaginative interest |
|
1778 regarding role-playing; replaces all uses of "premise" in the |
|
1779 original essay aside from the specific creative agenda of Narrativist |
|
1780 play (for which the term "Premise" is retained); Step On Up, The |
|
1781 Right to Dream, and Story Now represent the creative agendas, |
|
1782 respectively, of Gamist, Simulationist, and Narrativist play. |
|
1783 |
|
1784 The Crunch |
|
1785 an application or type of Challenge, based on high predictability |
|
1786 relative to risk. |
|
1787 |
|
1788 Currency |
|
1789 the rate-of-exchange relationship within and among Character |
|
1790 Components. |
|
1791 |
|
1792 DFK |
|
1793 specific resolution mechanics; see Drama, Fortune, and Karma |
|
1794 |
|
1795 Director Stance |
|
1796 the real person determines aspects of the environment relative to the |
|
1797 character in some fashion, entirely separately from the character's |
|
1798 knowledge or ability to influence events. Therefore the player has |
|
1799 not only determined the character's actions, but the context, timing, |
|
1800 and spatial circumstances of those actions, or even features of the |
|
1801 world separate from the characters. Director Stance is often confused |
|
1802 with narration of an in-game event, but the two concepts are not |
|
1803 necessarily related. |
|
1804 |
|
1805 The Dream |
|
1806 commitment to the imagined events of play, specifically in-game cause |
|
1807 and pre-established thematic elements. As a top priority for |
|
1808 role-playing, the defining feature of Simulationist play. See my |
|
1809 essay [21]Simulationism |
|
1810 the right to dream. |
|
1811 |
|
1812 Dysfunction |
|
1813 simply, role-playing which is not fun. Most Forge discussions presume |
|
1814 that un-fun role-playing is worse than no role-playing. |
|
1815 |
|
1816 Effectiveness (a Character Component) |
|
1817 any quantities used to determine success or extent of an action. |
|
1818 |
|
1819 Exploration |
|
1820 social and personal imagination, creation of fictional events through |
|
1821 communicating among one another. |
|
1822 |
|
1823 The Gamble |
|
1824 an application or type of Challenge, based on high risk relative to |
|
1825 predictability. |
|
1826 |
|
1827 The Hard Core |
|
1828 Gamist play with minimal or even absent Exploration; see Breaking the |
|
1829 game, Calvinball, Powergaming, and Turnin'. |
|
1830 |
|
1831 Hybrid |
|
1832 role-playing with two identifiable GNS priorities in action; |
|
1833 empirically, one is apparently always subordinate to the other, and a |
|
1834 threesie game is as yet unknown. |
|
1835 |
|
1836 IIEE |
|
1837 Intent, Initiation, Execution, and Effect - how actions and events in |
|
1838 the imaginary game-world are resolved in terms of real-world |
|
1839 announcement and imaginary order of occurrence. |
|
1840 |
|
1841 Incoherence |
|
1842 incompatible combination of GNS priorities, applies by definition to |
|
1843 play, but often applied secondarily to game design. Abashedness |
|
1844 represents a minor, correctable form of Incoherence. |
|
1845 |
|
1846 The Lumpley Principle |
|
1847 "System (including but not limited to 'the rules') is defined as the |
|
1848 means by which the group agrees to imagined events during play." The |
|
1849 author of the principle is Vincent Baker, see [22]Vincent's standard |
|
1850 rant |
|
1851 power, credibility, and assent and [23]Player power abuse. |
|
1852 |
|
1853 Metagame (general) - all aspects of play that concern non-Explorative |
|
1854 matters or priorities; in terms of my layered model, Social Contract and |
|
1855 GNS (creative agenda). |
|
1856 |
|
1857 Metagame (a Character Component) |
|
1858 all positioning and behavioral statements about the character, as |
|
1859 well as player rights to over-ride the existing Effectiveness rules. |
|
1860 |
|
1861 Metagame mechanics |
|
1862 where System and Social Contract meet, without Exploration as the |
|
1863 medium. |
|
1864 |
|
1865 "Munchkin" |
|
1866 a derogatory term used in several different ways, including by |
|
1867 non-Gamists vs. Gamists in general, by Hard Core or heavy-Step |
|
1868 Gamists vs. Wimps, and by high-Exploration Gamists vs. Hard Core |
|
1869 play. |
|
1870 |
|
1871 Powergaming |
|
1872 a potentially dysfunctional technique of Hard Core Gamist play, |
|
1873 characterized by maximizing character impact on the game-world or |
|
1874 player impact on the dialogue of play by whatever means available. |
|
1875 |
|
1876 Resource (a Character Component) |
|
1877 any available usable pool upon which Effectiveness or Metagame |
|
1878 mechanics may draw, or which are reduced to reflect harm to the |
|
1879 character. |
|
1880 |
|
1881 Reward System |
|
1882 enjoyability payoff that prompts further play, usually expressed in |
|
1883 Explorative terms but not restricted to Exploration. |
|
1884 |
|
1885 Screen Time |
|
1886 the extent of attention afforded to a given player's Explorative |
|
1887 contributions from the other participants. |
|
1888 |
|
1889 Social Context |
|
1890 positioning of one's role-playing hobby relative to other humans |
|
1891 outside one's gaming group, whether they are role-players or not. See |
|
1892 [24]Social context. |
|
1893 |
|
1894 Social Contract |
|
1895 all interactions and relationships among the role-playing group. All |
|
1896 role-playing is a subset of the Social Contract. |
|
1897 |
|
1898 Stakes |
|
1899 what stands to be lost and/or gained during Gamist play; the term may |
|
1900 be applied at either or both Step on Up or Challenge levels of play. |
|
1901 |
|
1902 Stance |
|
1903 cognitive position of real person to fictional character (see Author, |
|
1904 Actor, and Director Stance definitions). Coined by the RFGA on-line |
|
1905 discussions. |
|
1906 |
|
1907 Step On Up |
|
1908 social assessment in the face of risk. As a top priority of |
|
1909 role-playing, the defining feature of Gamist play. |
|
1910 |
|
1911 Story Now |
|
1912 producing, heightening, and resolving a Premise. As a top priority of |
|
1913 role-playing, the defining feature of Narrativist play. |
|
1914 |
|
1915 System (character creation, resolution including IIEE, reward system, |
|
1916 metagame mechanics) |
|
1917 the means by which imaginary events are established during play (see |
|
1918 the Lumpley Principle). |
|
1919 |
|
1920 Turnin' |
|
1921 a potentially dysfunctional technique of Hard Core Gamist play, |
|
1922 characterized by treating one another's characters as the primary |
|
1923 source of Challenge. |
|
1924 |
|
1925 Wimpiness |
|
1926 a dysfunctional form of Gamism characterized by poor sportsmanship, |
|
1927 i.e., the unwillingness to accept a loss. |
|
1928 |
|
1929 The Forge created and administrated by [25]Clinton R. Nixon and [26]Ron |
|
1930 Edwards. |
|
1931 All articles, reviews, and posts on this site are copyright their |
|
1932 designated author. |
|
1933 |
|
1934 References |
|
1935 |
|
1936 Visible links |
|
1937 1. file:/// |
|
1938 2. file:///about/ |
|
1939 3. file:///donate.php |
|
1940 4. file:///articles/ |
|
1941 5. file:///reviews/ |
|
1942 6. file:///resources/ |
|
1943 7. file:/// |
|
1944 8. mailto:sorcerer@sorcerer-rpg.com |
|
1945 9. http://www.indie-rpgs.com/articles/1/ |
|
1946 10. http://www.indie-rpgs.com/articles/15/ |
|
1947 11. http://www.indie-rpgs.com/viewtopic.php?t=792 |
|
1948 12. http://www.indie-rpgs.com/viewtopic.php?t=937 |
|
1949 13. http://www.indie-rpgs.com/viewtopic.php?t=41 |
|
1950 14. http://www.indie-rpgs.com/viewtopic.php?t=4139 |
|
1951 15. http://www.rpg.net/news+reviews/columns/elements01nov02.html |
|
1952 16. http://www.rpg.net/news+reviews/columns/elements11feb03.html |
|
1953 17. http://www.indie-rpgs.com/articles/20/ |
|
1954 18. http://www.indie-rpgs.com/articles/22/ |
|
1955 19. http://www.indie-rpgs.com/viewtopic.php?t=4258 |
|
1956 20. http://www.indie-rpgs.com/viewtopic.php?t=1733 |
|
1957 21. http://www.indie-rpgs.com/articles/15/ |
|
1958 22. http://www.indie-rpgs.com/viewtopic.php?t=3701 |
|
1959 23. http://www.indie-rpgs.com/viewtopic.php?t=4415 |
|
1960 24. http://www.indie-rpgs.com/viewtopic.php?t=4258 |
|
1961 25. mailto:webmaster@indie-rpgs.com |
|
1962 26. mailto:sorcerer@sorcerer-rpg.com |