references/gamism_step_on_up.txt
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     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.
       
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