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     1 </article/1/>
       
     2 *GNS and Other Matters of Role-playing Theory*
       
     3 by Ron Edwards <mailto:sorcerer@sorcerer-rpg.com>
       
     4 
       
     5 Copyright Adept Press 2001
       
     6 
       
     7 *Introduction*
       
     8 My straightforward observation of the activity of role-playing is that
       
     9 many participants do not enjoy it very much. Most role-players I
       
    10 encounter are tired, bitter, and frustrated. My goal in this writing is
       
    11 to provide vocabulary and perspective that enable people to articulate
       
    12 what they want and like out of the activity, and to understand what to
       
    13 look for both in other people and in game design to achieve their goals.
       
    14 The person who is entirely satisfied with his or her role-playing
       
    15 experiences is not my target audience.
       
    16 
       
    17 Everything in this document is nothing more nor less than "What Ron
       
    18 Thinks." It is not an official Dogma for the Forge. It is not a
       
    19 consensus view of members of the Forge, nor is it a committee effort of
       
    20 any kind. It is most especially not an expectation for what you're
       
    21 supposed to think or believe.
       
    22 
       
    23 However, it does stand as the single coherent body of theory about
       
    24 role-playing at the Forge, and its lexicon is definitive for purposes of
       
    25 discussion there. I am satisfied with it, but I'm not unreasonable
       
    26 either, so it is not immutable. Please deal with it in one of the
       
    27 following ways: identify an inconsistency, ask for clarification and
       
    28 examples, or otherwise address its content critically. I am perfectly
       
    29 willing to amend any content, if I'm given a substantive reason to do
       
    30 so, and to give credit for the insight.
       
    31 
       
    32 I request that all discussion of this material be based on careful
       
    33 consideration. Snap judgments, unsupported value judgments, neophobia,
       
    34 taking offense, and other juvenile reactions are not welcome.
       
    35 Furthermore, I am well aware that my GNS notions vary greatly from the
       
    36 original Threefold Model (or GDS), and that my categories of Stance
       
    37 differs from those originally proposed. Identifying these differences
       
    38 does not constitute a criticism.
       
    39 
       
    40 I have been extensively influenced by the work of others and have
       
    41 incorporated it in ways which make sense to me. Concepts that were
       
    42 originated and developed by others are credited in the acknowledgments
       
    43 at the end.
       
    44 
       
    45 *Contents*
       
    46 Introduction
       
    47 
       
    48    1. Exploration
       
    49    2. GNS
       
    50    3. Stance
       
    51    4. The Basics of Role-playing Design
       
    52    5. Role-playing Design and Coherence
       
    53    6. Actually Playing 
       
    54 
       
    55 Acknowledgments
       
    56 
       
    57 </article/2/>
       
    58 *_Chapter One: Exploration_*
       
    59 
       
    60 When a person engages in role-playing, or prepares to do so, he or she
       
    61 relies on imagining and utilizing the following: *Character*, *System*,
       
    62 *Setting*, *Situation*, and *Color*.
       
    63 
       
    64     * Character: a fictional person or entity.
       
    65     * System: a means by which in-game events are determined to occur.
       
    66     * Setting: where the character is, in the broadest sense (including
       
    67       history as well as location).
       
    68     * Situation: a problem or circumstance faced by the character.
       
    69     * Color: any details or illustrations or nuances that provide
       
    70       atmosphere. 
       
    71 
       
    72 At the most basic level, these are what the role-playing experience is
       
    73 "about," but to be more precise, these are the things which must be
       
    74 imagined by the real people. In this sense, saying "system" means
       
    75 "imagining events to be occurring."
       
    76 
       
    77 *Exploration and its child, Premise*
       
    78 The best term for the imagination in action, or perhaps for the
       
    79 attention given the imagined elements, is *Exploration*. Initially, it
       
    80 is an individual concern, although it will move into the social,
       
    81 communicative realm, and the commitment to imagine the listed elements
       
    82 becomes an issue of its own.
       
    83 
       
    84 When a person perceives the listed elements together and considers
       
    85 Exploring them, he or she usually has a basic reaction of interest or
       
    86 disinterest, approval or disapproval, or desire to play or lack of such
       
    87 a desire. Let's assume a positive reaction; when it occurs, whatever
       
    88 prompted it is *Premise*, in its most basic form. To re-state, Premise
       
    89 is whatever a participant finds among the elements to sustain a
       
    90 continued interest in what might happen in a role-playing session.
       
    91 Premise, once established, instils the desire to keep that imaginative
       
    92 commitment going.
       
    93 
       
    94 Person 1: "You play vampires in the modern day, trying to stay secret
       
    95 from the cattle and coping with other vampires." [See atmospheric, grim,
       
    96 punky-goth pictures]
       
    97 
       
    98 Person 2: "Ooh! Cool!"
       
    99 
       
   100 Person 2 might have liked the grittiness of the art, the romance of the
       
   101 word "vampire," or the idea of being involved in a secret mystical
       
   102 intrigue. Or maybe none of these and an entirely different thing. Or
       
   103 maybe all of them at once. It doesn't matter - whatever it was, that's
       
   104 the initial Premise for this person.
       
   105 
       
   106 Premise is a metagame concern, wholly different from the listed
       
   107 elements. They are the imagined (Explored) content of the role-playing
       
   108 experience, and Premise is the real-person, real-world interest that
       
   109 instils and maintains a person's desire to have that experience. At this
       
   110 early point, though, Premise is vague and highly personal, as it is only
       
   111 the embryo of the real Premise. The real Premise exists as a clear,
       
   112 focused question or concern shared among all members of the group. The
       
   113 initial Premise only takes shape and shared-focus when we move to the
       
   114 next chapter.
       
   115 
       
   116 *Why "genre" is not part of the lexicon*
       
   117 I do not recommend using "genre" to identify role-playing content. A
       
   118 "genre" is some combination of specific setting elements, plot elements,
       
   119 situation elements, character elements, and sometimes premise elements,
       
   120 such that by hearing the term, we are informed what to expect, or in
       
   121 role-playing terms, what to do. On the face of it, the concept would
       
   122 seem to be useful.
       
   123 
       
   124 The problem is that genres are continually being deconstructed and
       
   125 re-formed, with elements of one being re-combined with others. This is
       
   126 occurring as a non-planned or non-managed historical phenomenon
       
   127 throughout all media. Therefore "genre" may be a fine descriptive label
       
   128 for what is or has been done, but it's not much help in terms of what to
       
   129 do or what can be done.
       
   130 
       
   131 In many cases, a given genre label will convey to a close group of
       
   132 people a fairly tight combination of values for these variables.
       
   133 However, the same genre label loses its power to inform as you add more
       
   134 people to the mix, especially since most labels have switched meanings
       
   135 radically more than once. And even more importantly, new combinations of
       
   136 values for the key variables may be perfectly functional, even when they
       
   137 do not correspond to any recognized genre label.
       
   138 
       
   139 Therefore when someone tells me that a game (or story, or whatever) is
       
   140 based on a certain genre, I have to ask a few more questions - and
       
   141 sooner or later, I get real answers in terms of Character, Setting,
       
   142 Situation, or Color. Only then can an initial Premise be identified, and
       
   143 then the next step toward functional, enjoyable role-playing may occur.
       
   144 
       
   145 </articles/3/>
       
   146 *_Chapter Two: GNS_*
       
   147 
       
   148 Talk to someone who participates in role-playing, and focus on the
       
   149 precise and actual acts of role-playing themselves. Ask them, "Why do
       
   150 you role-play?" The most common answer is, "To have fun."
       
   151 
       
   152 Again, stick to the role-playing itself. (The wholly social issues are
       
   153 real, such as "Wanting to hang out with my friends," but they are not
       
   154 the topic at hand.) Now ask, "What makes fun?" This may not be a verbal
       
   155 question, and it is best answered mainly through role-playing with
       
   156 people rather than listening to them. Time and inference are usually
       
   157 required.
       
   158 
       
   159 In my experience, the answer turns out to be a version of one of the
       
   160 following terms. These terms, or modes, describe three distinct types of
       
   161 people's decisions and goals during play.
       
   162 
       
   163     * *Gamism* is expressed by competition among participants (the real
       
   164       people); it includes victory and loss conditions for characters,
       
   165       both short-term and long-term, that reflect on the people's actual
       
   166       play strategies. The listed elements provide an arena for the
       
   167       competition.
       
   168     * *Simulationism* is expressed by enhancing one or more of the
       
   169       listed elements in Set 1 above; in other words, Simulationism
       
   170       heightens and focuses Exploration as the priority of play. The
       
   171       players may be greatly concerned with the internal logic and
       
   172       experiential consistency of that Exploration.
       
   173     * *Narrativism* is expressed by the creation, via role-playing, of a
       
   174       story with a recognizable theme. The characters are formal
       
   175       protagonists in the classic Lit 101 sense, and the players are
       
   176       often considered co-authors. The listed elements provide the
       
   177       material for narrative conflict (again, in the specialized sense
       
   178       of literary analysis). 
       
   179 
       
   180 Collectively, the three modes are called *GNS*. Stating "GNS," "GNS
       
   181 perspectives," or anything similar, is to refer to the diversity of
       
   182 approaches to play. One might refer to "GNS goals," in which case the
       
   183 meaning is, "whichever one might apply for this act of role-playing."
       
   184 
       
   185 GNS is the central concept of my theorizing about role-playing. It is
       
   186 necessary for understanding how Premise is developed, and it provides
       
   187 the context for the later points in this essay. However, it is not
       
   188 sufficient, and the three modes themselves do not address any and all
       
   189 points about role-playing.
       
   190 
       
   191 I disavow either GM-centric or player-centric applications of GNS. The
       
   192 terms apply to real people engaged in the act of role-playing, and the
       
   193 distinction between GM and player is irrelevant for this purpose.
       
   194 However, the reverse is meaningful: given a GNS focus of play, GM and
       
   195 player roles take on specific shapes, or specific ranges of shapes.
       
   196 (This issue is discussed later.)
       
   197 
       
   198 *Labels*
       
   199 Much torment has arisen from people perceiving GNS as a labelling
       
   200 device. Used properly, the terms apply only to decisions, not to whole
       
   201 persons nor to whole games. To be absolutely clear, to say that a person
       
   202 is (for example) Gamist, is only shorthand for saying, "This person
       
   203 tends to make role-playing decisions in line with Gamist goals."
       
   204 Similarly, to say that an RPG is (for example) Gamist, is only shorthand
       
   205 for saying, "This RPG's content facilitates Gamist concerns and
       
   206 decision-making." For better or for worse, both of these forms of
       
   207 shorthand are common.
       
   208 
       
   209 For a given instance of play, the three modes are exclusive in
       
   210 application. When someone tells me that their role-playing is "all
       
   211 three," what I see from them is this: features of (say) two of the goals
       
   212 appear in concert with, or in service to, the main one, but two or more
       
   213 fully-prioritized goals are not present at the same time. So in the
       
   214 course of Narrativist or Simulationist play, moments or aspects of
       
   215 competition that contribute to the main goal are not Gamism. In the
       
   216 course of Gamist or Simulationist play, moments of thematic commentary
       
   217 that contribute to the main goal are not Narrativism. In the course of
       
   218 Narrativist or Gamist play, moments of attention to plausibility that
       
   219 contribute to the main goal are not Simulationism. The primary and not
       
   220 to be compromised goal is what it is for a given instance of play. The
       
   221 actual time or activity of an "instance" is necessarily left ambiguous.
       
   222 
       
   223 Over a greater period of time, across many instances of play, some
       
   224 people tend to cluster their decisions and interests around one of the
       
   225 three goals. Other people vary across the goals, but even they admit
       
   226 that they stay focused, or prioritize, for a given instance.
       
   227 
       
   228 *Developing Premise into practical form*
       
   229 Again, all three modes are social applications of the foundational act
       
   230 of role-playing, which is Exploration. Taking that into a social,
       
   231 role-playing circumstance, the people get more concrete about a shared
       
   232 Premise, and thus their decisions acquire a GNS focus of some kind. To
       
   233 play successfully, the members of the role-playing group must be, at the
       
   234 very least, willing to acknowledge and support the focused Premise as
       
   235 perceived by one another.
       
   236 
       
   237 The developed or focused Premise is no longer a noun ("vampire") or
       
   238 image, but has become a question, challenge, or provocative issue.
       
   239 
       
   240 Gamism and Narrativism each encompass a wide range of variation for
       
   241 Premise, including variations that differ drastically from one another.
       
   242 This is why "a Gamist," for instance, does not necessarily enjoy any and
       
   243 all Gamist play or have the same priorities as any and all other
       
   244 Gamist-oriented role-players. The same applies for Narrativism.
       
   245 Simulationism is a bit different in its details, but in its way also
       
   246 includes a wide range of variation and approaches to play; therefore the
       
   247 insight that not all Simulationist-oriented play is alike applies here
       
   248 as well.
       
   249 
       
   250 *Gamist Premises* focus on competition about overt metagame goals. They
       
   251 vary regarding who is competing with whom (players vs. one another;
       
   252 players vs. GM; etc), what is at stake, victory and loss conditions, and
       
   253 what particular sort of strategizing is being employed. Gamist play also
       
   254 varies widely in terms of what is and is not predictable (i.e.
       
   255 randomized), both in terms of starting positions and in terms of ongoing
       
   256 events.
       
   257 
       
   258     * Can I play well enough such that my character survives the perils?
       
   259     * Can I score more points than the other players?
       
   260     * And much more, depending on the arrangement and organization of
       
   261       the participants. 
       
   262 
       
   263 The key to Gamist Premises is that the conflict of interest among real
       
   264 people is an overt source of fun. It is not a matter of upset or abuse,
       
   265 and it is certainly not a "distraction from" or "failure of" role-playing.
       
   266 
       
   267     * A possible Gamist development of the "vampire" initial Premise
       
   268       might be, Can my character gain more status and influence than the
       
   269       other player-characters in the ongoing intrigue among vampires?
       
   270     * Another might be, Can our vampire characters survive the efforts
       
   271       of ruthless and determined human vampire hunters? 
       
   272 
       
   273 *Narrativist Premises* focus on producing Theme via events during play.
       
   274 Theme is defined as a value-judgment or point that may be inferred from
       
   275 the in-game events. My thoughts on Narrativist Premise are derived from
       
   276 the book The Art of Dramatic Writing by Lajos Egri, specifically his
       
   277 emphasis on the questions that arise from human conundrums and passions
       
   278 of all sorts.
       
   279 
       
   280     * Is the life of a friend worth the safety of a community?
       
   281     * Do love and marriage outweigh one's loyalty to a political cause?
       
   282     * And many, many more - the full range of literature, myth, and
       
   283       stories of all sorts. 
       
   284 
       
   285 Narrativist Premises vary regarding their origins: character-driven
       
   286 Premise vs. setting-driven Premise, for instance. They also vary a great
       
   287 deal in terms of unpredictable "shifts" of events during play. The key
       
   288 to Narrativist Premises is that they are moral or ethical questions that
       
   289 engage the players' interest. The "answer" to this Premise (Theme) is
       
   290 produced via play and the decisions of the participants, not by
       
   291 pre-planning.
       
   292 
       
   293     * A possible Narrativist development of the "vampire" initial
       
   294       Premise, with a strong character emphasis, might be, Is it right
       
   295       to sustain one's immortality by killing others? When might the
       
   296       justification break down?
       
   297     * Another, with a strong setting emphasis, might be, Vampires are
       
   298       divided between ruthlessly exploiting and lovingly nurturing
       
   299       living people, and which side are you on? 
       
   300 
       
   301 *Simulationist Premises* are generally kept to their minimal role of
       
   302 personal aesthetic interest; the effort during play is spent on the
       
   303 Exploration. Therefore the variety of Simulationist play arises from the
       
   304 variety of what's being Explored.
       
   305 
       
   306     * Character: highly-internalized, character-experiential play, for
       
   307       instance the Turku approach. A possible development of the
       
   308       "vampire" premise in terms of Character Exploration might be, What
       
   309       does it feel like to be a vampire?
       
   310     * Situation: well-defined character roles and tasks, up to and
       
   311       including metaplot-driven play. A possible development of the
       
   312       "vampire" premise in terms of Situation Exploration might be, What
       
   313       does the vampire lord require me to do?
       
   314     * Setting: a strong focus on the details, depth, and breadth of a
       
   315       given set of source material. A possible development of the
       
   316       "vampire" premise in terms of Setting Exploration might be, How
       
   317       has vampire intrigue shaped human history and today's politics?
       
   318     * System: a strong focus on the resolution engine and all of its
       
   319       nuances in strictly within-game-world, internally-causal terms. A
       
   320       possible development of the "vampire" premise in terms of System
       
   321       Exploration might be, How do various weapons harm or fail to harm
       
   322       a vampire, in specific causal detail?
       
   323     * Any mutually-reinforcing combination of the above elements is of
       
   324       course well-suited to this form of play. 
       
   325 
       
   326 The key to Simulationist play is that imagining the designated features
       
   327 is prioritized over any other aspect of role-playing, most especially
       
   328 over any metagame concerns. The name Simulationism refers to the
       
   329 priority placed on resolving the Explored feature(s) in in-game,
       
   330 internally causal terms.
       
   331 
       
   332 *Controversy: is that third box really there?*
       
   333 It has rightly been asked whether Simulationism really exists, given
       
   334 that it consists mainly of Exploration. I suggest that Simulationism
       
   335 exists insofar as the effort and attention to Exploration may over-ride
       
   336 either Gamist or Narrativist priorities.
       
   337 
       
   338 Some of the following examples refer to RPG rules and text; I am
       
   339 referring to people enjoying and preferring such rules and text (i.e.
       
   340 the people, not the game itself).
       
   341 
       
   342 Concrete examples #1: Simulationism over-riding Gamism
       
   343 
       
   344     * Any text which states that role-playing is not about winning;
       
   345       correspondingly, chastising a player who advocates a character
       
   346       action perceived as "just trying to win." [This example assumes
       
   347       that the text/game does not state story-creation as an alternative
       
   348       goal.]
       
   349     * Using probability tables in character creation to determine
       
   350       appearance, profession/class, or race, based on demographics of
       
   351       the community of the character's origin. 
       
   352 
       
   353 Converse: Gamism over-riding Simulationism
       
   354 
       
   355     * Characters teaming up for a common goal with no disputes or even
       
   356       attention regarding differences in race, religion, ethics, or
       
   357       anything else.
       
   358     * Improving character traits (e.g. damage that may be taken) based
       
   359       on the amount of treasure amassed. 
       
   360 
       
   361 Concrete examples #2: Simulationism over-riding Narrativism
       
   362 
       
   363     * A weapon does precisely the same damage range regardless of the
       
   364       emotional relationship between wielder and target. (True for
       
   365       RuneQuest, not true for Hero Wars)
       
   366     * A player is chastised for taking the potential intensity of a
       
   367       future confrontation into account when deciding what the character
       
   368       is doing in a current scene, such as revealing an important secret
       
   369       when the PC is unaware of its importance.
       
   370     * The time to traverse town with super-running is deemed
       
   371       insufficient to arrive at the scene, with reference to distance
       
   372       and actions at the scene, such that the villain's bomb does blow
       
   373       up the city. (The rules for DC Heroes specifically dictate that
       
   374       this be the appropriate way to GM such a scene). 
       
   375 
       
   376 Converse: Narrativism over-riding Simulationism
       
   377 
       
   378     * Using metagame mechanics to increase the probability of task
       
   379       resolution, with NO corresponding in-game justification. "Apply my
       
   380       bonus die to increase my Charm roll," in which the bonus die is
       
   381       not "will" or "endurance" or anything but an abstract pool unit.
       
   382     * A player is chastised for claiming a PC motive that "stalls out"
       
   383       story elements (conflict, resolution etc). Example: player A is
       
   384       pissed off at player B, who has announced "I say nothing," in
       
   385       certain interactive scenes, when player A is aware that the PC's
       
   386       knowledge would be pivotal in the scene.
       
   387     * Using inter-player dialogue and knowledge to determine character
       
   388       action, then retroactively justifying the action in terms of
       
   389       character knowledge and motive. "You hit him high and I'll hit him
       
   390       low," between players whose characters do not have the opportunity
       
   391       to plan the attack. [This example could also apply to Gamism
       
   392       over-riding Simulationism; the two are quite similar.] 
       
   393 
       
   394 In conclusion, Simulationism exists as an established, real priority-set
       
   395 of role-playing, with its own distinctive range of decisions and goals.
       
   396 
       
   397 *Controversy: "But I'm story-oriented"*
       
   398 A great deal of intellectual suffering has occurred due to the linked
       
   399 claims that role-playing either is or is not "story-oriented," and that
       
   400 one falls on one side or the other of this dichotomy. I consider this
       
   401 terminology and its implication to be wholly false.
       
   402 
       
   403 "Story" may simply mean "series of caused events," in which case the
       
   404 issue is trivial. However, most of the time, the term is more specific.
       
   405 More specific meanings of "story" may be involved in role-playing in a
       
   406 variety of ways. Narrativism is a no-brainer in this regard, as it is
       
   407 defined by the metagame attention to creating a story of critical merit
       
   408 (i.e. "good"). But story-creation and its elements are certainly
       
   409 possible, although not prioritized, in both of the other modes. Most
       
   410 generally, there are (1) forms of Simulationist play with a strong
       
   411 Situation focus, which provide a story for the participants to imagine
       
   412 being in; and (2) forms of Gamist play in which dramatic outcomes are
       
   413 the stakes of competition, which produces story as a side-effect of that
       
   414 competition.
       
   415 
       
   416 More specifically, to observers who are not considering goals and
       
   417 decisions of play, the following three, very distinct sorts of play are
       
   418 superficially similar and often confounded.
       
   419 
       
   420     * Narrativist play with a Setting-driven Premise.
       
   421     * Simulationist play in which Situation is being preferentially
       
   422       Explored, perhaps with an elaborate published metaplot in the form
       
   423       of short stories or novels.
       
   424     * Gamist play in which Drama mechanics (see the fourth chapter) are
       
   425       used as a strategy-element, making use of a complex set of
       
   426       circumstances, Setting and Situation) for material. 
       
   427 
       
   428 Similarly, the same confoundment may occur regarding the following
       
   429 (which share regions of potential overlap with the three above in terms
       
   430 of "story," as well):
       
   431 
       
   432     * Narrativist play with a Character-driven Premise.
       
   433     * Simulationist play in which Character and Situation are being
       
   434       Explored.
       
   435     * Gamist play in which Character improvement or other development is
       
   436       at stake, and character behavior or attitudes are limiting factors. 
       
   437 
       
   438 Story-stuff and/or character stuff is so important to all these
       
   439 approaches that the differences in processes and point of role-playing
       
   440 are easy to miss, or, disastrously, easy to deny. Three people
       
   441 attempting to role-play with one another in a vampire-character game,
       
   442 but each representing one of (say) the first three perspectives, are
       
   443 going to have a hard time, even if they assured one another that they
       
   444 were fully committed to "the story." How and why the difficulties arise
       
   445 are discussed throughout the remainder of the essay.
       
   446 
       
   447 *Misunderstandings of GNS*
       
   448 By far and away, the worst misunderstanding of GNS, with the worst
       
   449 consequences, arises from synecdoche, confounding the part with the
       
   450 whole and vice versa. (I'll use Simulationism as my stand-in term, but
       
   451 any of the modes could be named here.)
       
   452 
       
   453     * Mistaking the whole for the part, within a mode: claiming that any
       
   454       Simulationist-oriented person must enjoy all Simulationist play.
       
   455     * Mistaking the part for the whole, within a mode: claiming that a
       
   456       particular sort of Simulationism is Simulationism (and nothing
       
   457       else is).
       
   458     * Mistaking the whole for the part, for all of role-playing:
       
   459       claiming that in role-playing at all, one must be engaged in
       
   460       Simulationism somehow.
       
   461     * Mistaking the part for the whole, for all of role-playing:
       
   462       claiming that a particular sort of Simulationism is role-playing
       
   463       (and nothing else is). 
       
   464 
       
   465 Synecdoche may be committed by someone who has recently or imperfectly
       
   466 learned some GNS vocabulary, who in his enthusiasm is disrespectful to
       
   467 modes of play besides his favorite. However, it is also tremendously
       
   468 widespread among those role-players who do not know, or even who
       
   469 disparage, a critical approach to the activity, but commit synecdoche
       
   470 using terms like "realistic" or "story." In either case, this fallacy is
       
   471 disastrous. It results in bad feelings, fizzled games, and rejection of
       
   472 role-playing.
       
   473 
       
   474 Other common misunderstandings of GNS include:
       
   475 
       
   476     * Ascribing any sort of geometric shape or variable-space to these
       
   477       terms. Such ideas are often interesting but they are not formally
       
   478       part of the definitions. (For instance, there is no such thing as
       
   479       a "GNS Triangle.")
       
   480     * Confounding Simulationism with the term "realism." Much of
       
   481       Simulationist play and game design has indeed focused on
       
   482       generating realistic outcomes, but this is a historical subset of
       
   483       the mode rather than part of the mode's definition.
       
   484     * Stating "see what happens" as the definition for any of the modes.
       
   485       All role-playing is about "seeing what happens." This is a good
       
   486       example of whole-for-the-part synecdoche.
       
   487     * Mistaking the shorthand of "He's a Narrativist" (or either of the
       
   488       others) for a limiting statement that the person is incapable of
       
   489       any other mode of play.
       
   490     * Mistaking any of the listed elements for one of the modes, e.g.,
       
   491       such that attention to character must be Narrativist, or attention
       
   492       to setting must be Simulationist, or attention to system must be
       
   493       Gamist.
       
   494     * Projecting judgment and value-judgments into the terminology, such
       
   495       that the speaker or listener perceives one of the goals to be
       
   496       placed higher or better than the others. Gamist play, for
       
   497       instance, is often unfairly marginalized.
       
   498     * Perceiving the terms' purpose as a means to classify game design.
       
   499       They are used relative to game design, but again as shorthand:
       
   500       calling an RPG a "Narrativist design," for instance, really means
       
   501       "This RPG's content facilitates Narrativist play."
       
   502     * Failing to understand the terms' actual purpose: to enable people
       
   503       to enjoy their role-playing more. 
       
   504 
       
   505 Note: "synecdoche" is pronounced "sin-ECK-doe-key." Think Schenectady
       
   506 and vasectomy. If you can make a good limerick out of these three words,
       
   507 I'll give you a prize.
       
   508 
       
   509 </articles/4/>
       
   510 *_Chapter Three: Stance_*
       
   511 
       
   512 Chapter Two was about what a person wants out of role-playing; this
       
   513 material is about specific acts and moments of role-playing, that is,
       
   514 what a person does. *Stance* is defined as how a person arrives at
       
   515 decisions for an imaginary character's imaginary actions.
       
   516 
       
   517     * In *Actor* stance, a person determines a character's decisions and
       
   518       actions using only knowledge and perceptions that the character
       
   519       would have.
       
   520     * In *Author* stance, a person determines a character's decisions
       
   521       and actions based on the real person's priorities, then
       
   522       retroactively "motivates" the character to perform them. (Without
       
   523       that second, retroactive step, this is fairly called *Pawn* stance.)
       
   524     * In *Director* stance, a person determines aspects of the
       
   525       environment relative to the character in some fashion, entirely
       
   526       separately from the character's knowledge or ability to influence
       
   527       events. Therefore the player has not only determined the
       
   528       character's actions, but the context, timing, and spatial
       
   529       circumstances of those actions, or even features of the world
       
   530       separate from the characters. 
       
   531 
       
   532 In most of the stance-discussions, we've considered players rather than
       
   533 GMs because the player:character relationship is usually 1:1 and very
       
   534 intimate. I think that GMs employ stance too, however, that discussion
       
   535 awaits development.
       
   536 
       
   537 *Stance and GNS*
       
   538 Stance is very labile during play, with people shifting among the
       
   539 stances frequently and even without deliberation or reflection.
       
   540 
       
   541 Stances do not correspond in any 1:1 way to the GNS modes. Stance is
       
   542 much more ephemeral, for one thing, such that a person enjoying the
       
   543 Gamist elements and decisions of a role-playing experience might shift
       
   544 all about the stances during a session of play. He or she might be
       
   545 Authoring most of the time and Directing occasionally, and then at a key
       
   546 moment slam into Actor stance for a scene. The goal hasn't changed;
       
   547 stance has.
       
   548 
       
   549 However, I think it's very reasonable to say that specific stances are
       
   550 more common in some modes/goals of play. Historically, Author stance
       
   551 seems the most common or at least decidedly present at certain points
       
   552 for Gamist and Narrativist play, and Director stance seems to be a rarer
       
   553 add-on in those modes. Actor stance seems the most common for
       
   554 Simulationist play, although a case could be made for Author and
       
   555 Director stance being present during character creation in this mode.
       
   556 These relative proportions of Stance positions during play do apparently
       
   557 correspond well with issues of Premise and GNS. I suggest, however, that
       
   558 it is a given subset of a mode that Stance is facilitating, rather than
       
   559 the whole mode itself. Some forms of Simulationism, for instance, may be
       
   560 best served by Director Stance, as opposed to other forms which are best
       
   561 served by Actor Stance. Similarly, some forms of Narrativism rely on
       
   562 Actor Stance at key moments.
       
   563 
       
   564 Consider the previous example of a group who has arrived at the
       
   565 agreement to role-play a vampire-character game, with three members who
       
   566 have radically different GNS and Premise approaches but share a
       
   567 superficial commitment to "story," undefined. What sort of Stances might
       
   568 be most common during play, from each of them? (In this example, each
       
   569 person represents one possible approach within each of the modes, and
       
   570 does not represent the entirety of a mode.)
       
   571 
       
   572     * One player is interested in competing, using his or her
       
   573       real-person influence and strategizing about dramatic outcomes to
       
   574       "score higher" than the other players, so he or she spends a lot
       
   575       of time in Author/Pawn Stance.
       
   576     * Another is interested in experiencing and Exploring the nuances of
       
   577       the story as it is presented from an external source (perhaps a
       
   578       sourcebook and/or a GM), and spends a lot of time in Actor Stance.
       
   579     * The third is interested in generating climactic and
       
   580       conflict-resolving moments derived from his or her character's
       
   581       decisions, and so those decisions are most likely going to be
       
   582       determined from Author Stance (but not Pawn). 
       
   583 
       
   584 Conflicts may well arise among these players as their decisions
       
   585 regarding their characters and expectations of one another disrupt the
       
   586 various goals. Stances and their impact on both the outcomes and
       
   587 experiences of play may be understood as part of the mechanisms of
       
   588 achieving GNS goals.
       
   589 
       
   590 Let us take pity, though, and suggest that they do happen to share
       
   591 enough Stance preferences, of some sort. They don't have to be exactly
       
   592 alike! Getting the most out of a GNS mode of play does not mean cleaving
       
   593 unswervingly to a Stance, but arranging Stances relative to specific
       
   594 types of scenes, decisions, and moments of play. Again, speaking
       
   595 historically rather than by definitions,
       
   596 
       
   597     * A Gamist approach to Stances usually involves preserving the
       
   598       Author-power of Pawn Stance in competitive situations, such that
       
   599       the player is not hampered in the range of possible options.
       
   600     * A Narrativist approach to Stances usually involves keeping Actor
       
   601       Stance confined to limited instances, such that Author and
       
   602       Director Stances may generate a lot of metagame impact on the
       
   603       storyline.
       
   604     * A Simulationist approach to Stances usually involves designating
       
   605       when Actor Stance, the default, may be exited. 
       
   606 
       
   607 So our vampire-interested players may take individualized approaches to
       
   608 Stance within one of these goal-orientations (or some other
       
   609 GNS-reinforcing conformation). Insofar as those differences facilitate
       
   610 similar goals, and hence cannot be too different in the crucial
       
   611 instances of play, all is well.
       
   612 
       
   613 *Misunderstandings and complications*
       
   614 A great deal of attention and rhetoric is devoted to "in-character"
       
   615 (*IC*) and "out-of-character" (*OOC*) role-playing, but I think that
       
   616 this topic is not related to Stance. IC role-playing, at its most
       
   617 literal, means that the role-player is using first-person diction to
       
   618 communicate the character's actions, and OOC role-playing means that he
       
   619 or she using third-person diction. However, that issue and the
       
   620 decision-making aspects of the Stance issue do not precisely correspond.
       
   621 Otherwise-excellent discussions and guidelines can be derailed or
       
   622 muddied by this problem. In the text of Nobilis, for instance, IC/OOC
       
   623 terminology is consistently used to indicate, as far as I can tell,
       
   624 Actor vs. Author Stance.
       
   625 
       
   626 Another common misunderstanding of Actor Stance is to confound it with
       
   627 "acting" in the histrionic, communicative sense - using a characteristic
       
   628 voice, gestures, and so on. The communicative and demonstrative aspects
       
   629 of "acting" are not involved in Actor Stance at all, which only means
       
   630 that the player is utilizing the character's knowledge and priorities to
       
   631 determine what the character does.
       
   632 
       
   633 Taking the above two points together, Actor Stance may be seen in the
       
   634 most technical-realist style play (which may use entirely third-person
       
   635 diction) as well as in the most channel-the-PC Turku play (which may use
       
   636 entirely first-person, in-character-voice diction).
       
   637 
       
   638 *Immersion* is another difficult issue that often arises in Stance
       
   639 discussions. Like "realism" and "completeness" and several other terms,
       
   640 it has many different definitions in role-playing culture. The most
       
   641 substantive definition that I have seen is that immersion is the sense
       
   642 of being "possessed" by the character. This phenomenon is not a stance,
       
   643 but a feeling. What kind of role-playing goes with that feeling? The
       
   644 feeling is associated with decision-making that is incompatible with
       
   645 Director or Author stance. Therefore, I suggest that immersion (an
       
   646 internal sensation) is at least highly associated with Actor Stance.
       
   647 Whether some people get into Actor stance and then "immerse," or others
       
   648 "immerse" and thus willy-nilly are in Actor stance, I don't know.
       
   649 The term Audience Stance has been proposed elsewhere, but at this point
       
   650 I am not convinced that the phenomenon exists. It remains as a potential
       
   651 topic for discussion.
       
   652 
       
   653 </articles/5/>
       
   654 
       
   655 *_Chapter Four: The Basics of Role-Playing Design_*
       
   656 
       
   657 System, system, system. Or more appropriately, design, design, design.
       
   658 The listed elements in Chapter One (character, situation, color,
       
   659 setting, system, initial premise) may be organized to facilitate greater
       
   660 *coherence* in Chapters Two (GNS, developed Premise) and Chapter Three
       
   661 (Stance), and thus to facilitate more enjoyable play. This principle is
       
   662 often summarized in the catch-phrase, "System does matter."
       
   663 
       
   664 By "coherence," I mean the degree to which a group of people can hit
       
   665 upon and sustain a shared Premise (or topic for Exploration, in
       
   666 Simulationist play) - and by definition, continue to enjoy the social
       
   667 role-playing activity consistently. The people do not need to agree in
       
   668 every detail or event of play, and they certainly do not have to conform
       
   669 to a single, immutable Stance or GNS profile. However, to role-play
       
   670 together most successfully, their shared agreements do need to go beyond
       
   671 simply sharing the initial Premise. To whatever extent they do this,
       
   672 they are cohering.
       
   673 
       
   674 At the last check-in, our vampire-friends have turned out to be a
       
   675 coherent bunch. Now their attention turns to the actual, physical item
       
   676 called the role-playing game. What is in it?
       
   677 
       
   678 This chapter is devoted to a lexicon for discussing the mechanical
       
   679 components of role-playing, in the service of eventually addressing how
       
   680 design affects coherence in the following chapter. I see two
       
   681 interrelated elements of design: *Character* and *System*.
       
   682 
       
   683 *Character*
       
   684 This terminology is intended to dissect out the procedural components of
       
   685 the imaginary entity called "my character." The idea is to form a basis
       
   686 for character creation that is integrated with the game's general design
       
   687 goals, whatever they may be.
       
   688 
       
   689 As I see it, there are three very large components to a character. I
       
   690 also think they always apply; in other words, role-playing necessarily
       
   691 demands all of the three to exist. Design, on the other hand, sometimes
       
   692 leaves one or more unstated, in which case the missing elements are
       
   693 overtly or covertly inserted during play.
       
   694 
       
   695 *Effectiveness* includes any numbers which are used to determine success
       
   696 or extent of an action. In Fortune-based systems, these include the
       
   697 familiar to-hit, skill success, damage rolls, and anything like these.
       
   698 In Karma-based systems, it would be the basic values, e.g. Everway's
       
   699 Element scores or Amber's attribute scores; in Drama-based systems,
       
   700 Effectiveness is governed by rules of dialogue. (See below for
       
   701 discussions of Fortune, Karma, and Drama.)
       
   702 In looking over a character's Effectiveness material, you get an idea of
       
   703 their "niche" or sphere of influence, what they're good at and what they
       
   704 aren't.
       
   705 
       
   706 Effectiveness is often "layered." In discussing Effectiveness, one needs
       
   707 to be careful to distinguish between the actual value and the means by
       
   708 which it is derived, because often a step of the process is named
       
   709 instead of the Effective value itself. For instance, the points spent on
       
   710 basic attribute scores in Champions pass through an exchange rate, such
       
   711 that three points result in one more unit of Dexterity. Furthermore, the
       
   712 Dexterity score itself passes through a division by three or five, and
       
   713 in some cases an addition of 11 as well, in order to arrive at a value
       
   714 that is actually used in play (an Effective value).
       
   715 
       
   716 In contrast, a non-layered Effectiveness value is determined, recorded,
       
   717 and used as such without derivation. The scores for Earth, Air, Fire,
       
   718 and Water in Everway are divided up from 20 points or less, and they are
       
   719 used at their respective values during play. The score for Focus is set
       
   720 from 1 to 10 when making up a character in Zero, and that value is used
       
   721 as such during play. Three descriptions of a puppet's abilities ("This
       
   722 puppet can shout really loud") in Puppetland are determined during
       
   723 character creation and are used without modification during play.
       
   724 
       
   725 *Resource* includes any available usable pool upon which Effectiveness
       
   726 or Metagame mechanics may draw, or which are reduced to reflect harm to
       
   727 the character. The obvious ones are Endurance, Sanity, or Hit Points (or
       
   728 even "lives" in frequent-resurrection games), but this category also
       
   729 includes breadth and depth of spell knowledge, for instance, or even the
       
   730 character's cash resources. Experience points, in some system, act as a
       
   731 resource for certain mechanics.
       
   732 In looking over a character's Resource material, you get an idea of how
       
   733 tough, (un)stoppable, and "fueled" they are.
       
   734 
       
   735 *Metagame* includes all positioning and behavioral statements about the
       
   736 character, as well as player rights to over-ride the existing
       
   737 Effectiveness rules. Thus it includes stuff like relationships
       
   738 ("Hunteds" in Champions) and limitations on behavior (Psychological
       
   739 Disadvantages, alignment), as well as *metagame mechanics*, like Trouble
       
   740 or Luck Points or what-have-you, which permit re-rolls or other
       
   741 overrides of the baseline resolution system. Clearly, material within
       
   742 metagame may directly affect Effectiveness and Resource, as with Trouble
       
   743 giving bonus dice in Orkworld, or in other games it does not, as with a
       
   744 Code Vs. Killing in Champions being taken to limit a character's actions
       
   745 without a formal effect on any other mechanics of play.
       
   746 Metagame issues are intimately related to *Balance of Power*, which is
       
   747 defined as the relative degrees to which players and GMs are privileged
       
   748 to have an impact on the events of play. In looking over a character's
       
   749 metagame material, you get an idea of the behavioral parameters within
       
   750 which the player is at least nominally committing to stay, and the
       
   751 rights to over-ride the system via metagame mechanics.
       
   752 
       
   753 Regarding all three components, named features on character sheets may
       
   754 find themselves in one or another category from game to game. Money, for
       
   755 example, is a Resource in a game of GURPS, an Effective value in Call of
       
   756 Cthulhu, and Metagame in Champions 3rd edition.
       
   757 
       
   758 *Currency among the three character components*
       
   759 *Currency* represents the relationship among the three components, both
       
   760 during character creation and during play. Its name comes from the
       
   761 observations that (1) "amounts" may be shifted and exchanged within and
       
   762 across the three components during character creation, and (2) that
       
   763 features or use of one category may have an impact on the use of the
       
   764 others during play.
       
   765 These exchange mechanisms among the three categories may or may not be
       
   766 overt (e.g. a system of points to spend). We can look at two different
       
   767 RPGs and compare how the three categories are distributed, and under
       
   768 whose control.
       
   769 
       
   770 Character creation varies tremendously across role-playing games. We see
       
   771 tons of methods, distributed in tons of ways even within single games:
       
   772 random vs. point-allocation, layered vs. not-layered, explicit vs.
       
   773 implicit currency, fixed vs. flexible relationship among the three
       
   774 elements, and more. I do not claim that there is any one best way. I do
       
   775 think that most character-creation design has been imitative and
       
   776 tweak-oriented, rather than conceptually integrated with any general
       
   777 goal of the RPG's design. I also think that certain designs are
       
   778 fundamentally flawed, at least for specific modes of play; my
       
   779 attributes/skills argument is an example.
       
   780 
       
   781 Some games are practically defined by the open spendability of an overt
       
   782 currency, e.g. GURPS. Others are fixed solid as rocks among and within
       
   783 the categories, e.g. D&D of whatever vintage. "Class," for instance,
       
   784 usually refers to a specific way to affix currency among the categories;
       
   785 having different classes means standardizing different "nodes" of
       
   786 currency combinations.
       
   787 
       
   788 Looking across RPG designs, I see that many games permit "trading" both
       
   789 within and between the categories during character creation, often with
       
   790 a rate of exchange.
       
   791 
       
   792     * If you drop your Strength, you can buy up your Dexterity or if you
       
   793       drop your Strength, you have more points to buy skills. These
       
   794       examples remain within the general category of Effectiveness.
       
   795     * If you drop your Strength, you can buy up your Endurance or Hit
       
   796       Points or whatever. This would be crossing categories from
       
   797       Effectiveness to Resource, as would be increasing your Luck Points
       
   798       at the expense of points for abilities. 
       
   799 
       
   800 I suggest that such trading (with or without an overt, generalized
       
   801 Currency) is fraught with peril, for two reasons. The first is the
       
   802 existence of breakpoints of Effectiveness, and the second is that
       
   803 soybean trading is almost impossible to avoid. Both of these are greatly
       
   804 heightened when the mathematics of character creation include ratios.
       
   805 
       
   806 Here's an example of breakpoints: effectiveness in Champions is largely
       
   807 based on division of scores, like 1/3 of your DEX or 11 + STR/5, or
       
   808 stuff like that. Therefore breakpoints are crucial - everyone ends up
       
   809 with DEX of 20, 23, or 26, for instance; any other score is only
       
   810 minimally useful and wastes points that could be spent better elsewhere.
       
   811 
       
   812 Soybean trading occurs most often when "derived attributes" are
       
   813 involved. The famous Champions trick is certainly familiar to many of
       
   814 us: buy up your STR (1:1) and END (1:0.5), which automatically raises
       
   815 your REC 1 point. Now buy down your REC, which gives 2 points back. Net
       
   816 gain: 0.5 points. Do this 10 times, and your gross is 10 points of STR,
       
   817 20 points of END, and 5 points of pure profit.
       
   818 
       
   819 Currency applies during play as well as during character creation. At
       
   820 the most obvious, the expenditure or loss of Resources may affect
       
   821 Effectiveness, as when one runs out of spell points or when damage
       
   822 accumulates such that ability scores are reduced. Metagame may be
       
   823 similarly affected by Resources, as when one must draw upon a point pool
       
   824 in order to re-roll dice, and that pool is used up. More subtly,
       
   825 multiple other relationships occur in multiple RPGs, such as a
       
   826 Meditation ability that permits recharging a Resource more rapidly.
       
   827 
       
   828 Currency is also related very intimately to Reward System and (for lack
       
   829 of a better term) Punishment System, because these feed back into the
       
   830 elements of Currency at every moment during play. Improvement processes
       
   831 are a common sort of Reward System, but not the only kind; damage and
       
   832 death for the character are a common sort of Punishment System, but not
       
   833 the only kind.
       
   834 
       
   835 Reward systems have been very deeply researched by me, but they await a
       
   836 rigorous discussion, as the baseline concepts of GNS, Stance, and the
       
   837 components of Currency must all be integrated. Some of the issues include:
       
   838 
       
   839     * What is being rewarded? Attendance? Role-playing per se? Player
       
   840       actions? Outcomes of conflicts? In-game moments?
       
   841     * Who is being rewarded, the player or the character?
       
   842     * Are reward systems necessary? At what scopes or time-frames of
       
   843       play are they more or less important?
       
   844     * If we are talking about character improvement, how does it
       
   845       proceed? Linearly or exponentially? If exponentially, is the
       
   846       exponent positive or negative?
       
   847     * Do changes in the values and aspects of the character affect the
       
   848       exchange rate of Currency itself? 
       
   849 
       
   850 Given the astounding importance of Currency among the various components
       
   851 of Character, designers of role-playing games would do well to consider
       
   852 all of the following.
       
   853 
       
   854     * What the three categories are.
       
   855     * All of them do exist in the act of "playing" a character.
       
   856     * How, when, or if exchange is involved among the categories, which
       
   857       is to say, not just among the "named items" on the sheet.
       
   858     * Subdivisions, nuances, and layering within each one. 
       
   859 
       
   860 Unfortunately, I think that many RPG designers were and are flying
       
   861 entirely by the seat of their pants. Their attention was on in-game
       
   862 named elements like "strength" and "percent to hit" rather than
       
   863 Effectiveness. Such an approach to character design allows latitude for
       
   864 all sorts of emergent properties, such as the point-mongering in
       
   865 Champions or the mini-maxing in most late 80s games, or any number of
       
   866 other "take-over" elements of play that subvert the stated goals of the
       
   867 design.
       
   868 
       
   869 I think that a more fundamentals-based approach to the design process
       
   870 would yield less problems of this kind. Without a vocabulary of the
       
   871 fundamentals, we'll end up with endless permutations of the same
       
   872 currency-mismatches and confusions with nearly every "new" game. In
       
   873 fact, that's exactly what we do have.
       
   874 
       
   875 *System*
       
   876 RPG resolution systems are a daunting topic, and the following is
       
   877 limited only to the broadest issue, Event Resolution.
       
   878 
       
   879 For Event Resolution, the relevant terms are Drama, Fortune, and Karma
       
   880 (often called DFK). These terms describe the mechanical and social
       
   881 means, among the real people, by which an imaginary action or event is
       
   882 determined to occur.
       
   883 
       
   884     * *Drama* resolution relies on asserted statements without reference
       
   885       to listed attributes or quantitative elements.
       
   886     * *Karma* resolution relies on referring to listed attributes or
       
   887       quantitative elements without a random element.
       
   888     * *Fortune* resolution relies on utilizing a random device of some
       
   889       kind, usually delimited by quantitative scores of some kind. 
       
   890 
       
   891 Each one of Drama, Karma, and Fortune deserves massive dissection. My
       
   892 on-line discussion of Fortune-in-the-Middle as a facilitator of
       
   893 Narrativist play is a good example; so is my comparison of flat/linear
       
   894 curves with separate/incorporate effects.
       
   895 
       
   896 These three types of resolution may be combined in a near-infinite
       
   897 variety across the various elements of RPG design; few or no RPGs fail
       
   898 to make use of at least two of them. I also claim that they may be
       
   899 combined in near-infinite variety across the various GNS goals. No
       
   900 particular one of them corresponds to any (entire) one of the GNS goals.
       
   901 Most importantly, I do not think that Drama methods necessarily
       
   902 facilitate Narrativist play. However, I do suggest that a game system
       
   903 may be organized such that a GNS subset and developed Premise are more
       
   904 understandable; this topic is developed further in the next chapter.
       
   905 
       
   906 Resolution systems often include metagame mechanics, as mentioned above,
       
   907 which permit a player to over-ride the "usual" resolution system of the
       
   908 game. These are found in a wide variety of combinations in functional
       
   909 terms as well as DFK terms.
       
   910 
       
   911     * The over-ride may occur before, after, or in place of the regular
       
   912       system mechanic.
       
   913     * The over-ride may or may not rely on resources of some kind.
       
   914     * The over-ride's version of DFK may mirror the usual system's
       
   915       version of DFK, or it may differ dramatically. 
       
   916 
       
   917 Example #1: a certificate in Prince Valiant may be redeemed (lost) for a
       
   918 player to state that the character instantly subdues an opponent. The
       
   919 mechanic replaces the usual resolution system (comparing tossed coins),
       
   920 which is simply ignored. This illustrates a Drama metagame mechanic
       
   921 replacing a Fortune baseline mechanic and relying on an irreplaceable
       
   922 Resource.
       
   923 
       
   924 Example #2: a bonus die in Over the Edge may be added to a player's
       
   925 roll, increasing the chance of success. The die is not permanently lost,
       
   926 but may not be used again during the same session. This illustrates a
       
   927 Fortune metagame mechanic added into a Fortune baseline mechanic,
       
   928 relying on a replaceable Resource.
       
   929 
       
   930 By definition, the character's role in the "decision" side of the
       
   931 over-ride is retroactive, and therefore the very existence of metagame
       
   932 mechanics is linked to Author or Director stance.
       
   933 
       
   934 *Switches and dials*
       
   935 The organization of the components of resolution, considering both
       
   936 Character and System together, may be thought of as *switches* and
       
   937 *dials*. Switches are discrete elements (values or terms) of the
       
   938 character that are set in place; they may have different settings but
       
   939 once set they are fixed. Dials are continuous elements (values) that may
       
   940 vary from high to low along a range. Switches and dials may be
       
   941 completely separate, or they may contain one another as well.
       
   942 
       
   943 Most character creation methods that include classes or clans, or that
       
   944 involve picking one item each from two lists, are utilizing large-scale
       
   945 switches, in which smaller dials are embedded. By contrast, most
       
   946 character creation systems that include a pool of points which may be
       
   947 freely distributed about options are utilizing a large-scale dial, in
       
   948 which smaller switches (e.g. behavioral limitations) are embedded.
       
   949 Plenty of other possibilities, as well as overlaps between these two,
       
   950 are in evidence as well. I am happy to provide examples as part of an
       
   951 ongoing discussion.
       
   952 
       
   953 (In either case, the method of "setting" may be either through personal
       
   954 choice or through randomized methods; for purposes of the current
       
   955 discussion, it doesn't matter which.)
       
   956 
       
   957 In looking at the diversity across RPGs, one may contrast what's held
       
   958 constant and what's permitted to vary, during character creation. What
       
   959 elements affect one another during play? What pieces may trade among one
       
   960 another during character creation? Even more fun is the hidden stuff,
       
   961 such as how Drama methods ("saved actions") are employed to change the
       
   962 order of action in the middle of combat resolution in an otherwise
       
   963 highly Fortune-driven system, or when Metagame (calling attention to
       
   964 another player's character's "alignment") is used to limit a
       
   965 competitor's options.
       
   966 
       
   967 I think that we are nowhere near arriving at a meaningful taxonomy for
       
   968 understanding how these combinations are organized across existing and
       
   969 potential RPGs, and furthermore that the discussion is long overdue. The
       
   970 following chapter begins a discussion of how the combinations relate to
       
   971 Premise and GNS.
       
   972 
       
   973 *Even more stuff to discuss later*
       
   974 The following topics have all been researched by me across the vast
       
   975 majority of role-playing game designs since the invention of the hobby.
       
   976 Some of them have been broached in public forums, and others have not. I
       
   977 have avoided discussing them to any depth, given the general lack of
       
   978 understanding of the foundational principles of this essay, but I would
       
   979 very much like to develop them in the future.
       
   980 
       
   981     * The relationship among announcing an intended action, initiating
       
   982       but not completing an action, determining the completion of the
       
   983       action, and determining the effects of an action.
       
   984     * The order in which the above events are conducted by the real
       
   985       people, rather than by the in-game causality. This general
       
   986       principle is illustrated in a local way by the
       
   987       Fortune-in-the-middle concept.
       
   988     * Search time and handling time, as defined in my essay "System Does
       
   989       Matter."
       
   990     * Probabilities in general, including issues of flat vs. linear
       
   991       curves, separate vs. incorporated effects, replacement vs.
       
   992       non-replacement results, and more. This discussion would include
       
   993       the interesting sub-topic of the critical and fumble concepts.
       
   994     * Target number methods in contrast to opposed-resolution methods.
       
   995     * Task vs. conflict resolution; i.e, what precisely is being
       
   996       determined by a unit of effort (system) by the participants. This
       
   997       issue is central to the design of many Narrativist-facilitating
       
   998       games, but could well be developed, in distinct ways, across all
       
   999       three modes.
       
  1000     * Scene resolution vs. action resolution, which is not the same as
       
  1001       task vs. conflict resolution. Scene resolution first appeared as a
       
  1002       Gamist device in Tunnels & Trolls, disappeared from design
       
  1003       philosophy for over a decade, then was resurrected as a
       
  1004       Narrativist device in Story Engine.
       
  1005     * Distinctions among systems for symbolically-significant actions
       
  1006       (e.g. magic), as well as between them and systems for mundane
       
  1007       actions. 
       
  1008 
       
  1009 *A popular misunderstanding*
       
  1010 The term "diceless" entered the role-playing lexicon with the appearance
       
  1011 of the revolutionary RPG Amber, but it almost instantly acquired nuances
       
  1012 of meaning far beyond its literal content. Dicelessness has been
       
  1013 associated with story-orientation (so-called), with creativity, with
       
  1014 "mature" abnegation of "power-gaming," and generally with anything that
       
  1015 the user of the term happens to like and in which dice are not involved.
       
  1016 This use of the term is nothing more nor less than a value judgment and
       
  1017 is properly ignored.
       
  1018 
       
  1019 Even more confusingly, the term seems to be applied across extremely
       
  1020 different things in the text of role-playing games. To call Amber or
       
  1021 Puppetland diceless is literally correct, and it happens to correspond
       
  1022 with their reliance on Karma and Drama methods; however, to call Castle
       
  1023 Falkenstein diceless is literally correct but functionally meaningless,
       
  1024 as its system is wholly Fortune-based. The text in the game undergoes
       
  1025 many gyrations to extoll the nuances that cards bring to role-playing,
       
  1026 but the fact remains that its card system is a Fortune system. The text
       
  1027 of Everway, on the other hand, openly acknowledges that its optional
       
  1028 card use is also the game's Fortune component.
       
  1029 
       
  1030 And most importantly, I see no particular reason to associate
       
  1031 "dicelessness" or even the lack of any Fortune methods with Narrativism.
       
  1032 Again, and as discussed in more detail in the following chapter, the
       
  1033 range of DFK variants and combinations within each of Gamism,
       
  1034 Narrativism, and Simulationism is very broad. The otherwise excellent
       
  1035 game Theatrix mistakenly identifies the lack of dice with a heightened
       
  1036 focus on story creation, and this patently absurd identification spread
       
  1037 rapidly through role-playing culture in the early 1990s.
       
  1038 
       
  1039 *Where's our vampires?*
       
  1040 The example used so far has taken a brief rest for this chapter, because
       
  1041 the players are making the horrendous mistake of buying, without
       
  1042 consideration of any technical issues presented so far, the most widely
       
  1043 advertised, best-illustrated RPG available - that is, strictly on the
       
  1044 basis of Color. Their fate will be presented in the next chapter.
       
  1045 
       
  1046 </articles/6/>
       
  1047 
       
  1048 *_Chapter Five: Role-playing Design and Coherence_*
       
  1049 
       
  1050 This chapter investigates how role-playing design is involved in
       
  1051 facilitating or inhibiting coherence. I think that all three modes of
       
  1052 play have been present in role-playing since its invention in the 1970s.
       
  1053 But design is a different issue. Because most of the history of RPG
       
  1054 design proceeds from variation among what already exists, with changes
       
  1055 usually appearing in discrete features rather than in foundational
       
  1056 principles, the priorities and goals facilitated by the designs show
       
  1057 extremely recognizable trends.
       
  1058 
       
  1059 It may fairly be asked, how can GNS be applied to design features, when
       
  1060 few if any RPG designers know about it, or even care? I use a physics
       
  1061 analogy: prior to the insights of Newtonian physics, bridges could be
       
  1062 built. Some of them were built rather well. However, in retrospect, we
       
  1063 are well aware that in order to build the bridge, the designer must have
       
  1064 been at the very least according with Newtonian physics through (1)
       
  1065 luck, (2) imitation of something else that worked, (3) use of principles
       
  1066 that did not conflict with Newtonian physics in a way that mattered for
       
  1067 the job, or (4) a non-articulated understanding of those principles. I
       
  1068 consider the analogy to be exact for role-playing games.
       
  1069 
       
  1070 Therefore, the theory-principles or stated intent of the designer, if
       
  1071 any, are irrelevant to the analysis of the RPG designs. For instance,
       
  1072 John Wick had no interest in GNS or any other theory when writing
       
  1073 Orkworld. However, he has a keen sense of practical role-playing and a
       
  1074 clear vision of the "ways" he envisioned Orkworld play to proceed. In
       
  1075 order to produce that game, he utilized and developed principles of
       
  1076 Narrativism, metagame mechanics, and focused Premise on Character and
       
  1077 Situation, precisely as outlined in the theory. He just did not
       
  1078 articulate them overtly.
       
  1079 
       
  1080 In terms of design, the issue is incoherence, defined here as failure to
       
  1081 permit any Premise (or any element of Exploration) to be consistently
       
  1082 enjoyed. I think that any and all RPG designs have some identifiable
       
  1083 relationship with the GNS modes, out of the following possibilities.
       
  1084 
       
  1085     * Focused: the design facilitates a specific, identifiable Premise
       
  1086       (or area of Exploration).
       
  1087     * Semi-adaptable: the design is at least compatible with more than
       
  1088       one Premise and/or Exploration across GNS goals. (Whether this
       
  1089       category even exists, or whether it merely reflects correctable
       
  1090       incoherence, is debatable.)
       
  1091     * General: the design facilitates a specific mode, but permits a
       
  1092       range of Premises or Explorations within that mode.
       
  1093     * Kitchen sink: the design utilizes layers and multiple options such
       
  1094       that any specific point of play may be customized to accord with
       
  1095       GNS goals. (This design often ends up being a general
       
  1096       Simulationist one, however.)
       
  1097     * Incoherent 1: the design fails to permit one or any mode of play.
       
  1098       In its most extreme form, the system may simply be broken - too
       
  1099       easily exploited, or internally nonsensical, or lacking meaningful
       
  1100       consequence, to pick three respective possibilities for Gamism,
       
  1101       Simulationism, and Narrativism.
       
  1102     * Incoherent 2: more commonly, the design presents a mixed bag among
       
  1103       the modes, such that one part of play is (or is mostly)
       
  1104       facilitating one mode and other parts of play facilitate others. 
       
  1105 
       
  1106 In terms of actual play, yes, one "can" bring "any" GNS focus to "any"
       
  1107 RPG - but I argue that in most cases the effort and informal redesign to
       
  1108 do so is substantial, and also that the effort to keep focused on the
       
  1109 new goals as play progresses is even more substantial. This chapter
       
  1110 discusses why that effort needs to be there at all.
       
  1111 
       
  1112 Throughout this chapter, cut me some slack on the terminology. Saying
       
  1113 "Gamist design" or "Gamist RPG," is a short way of saying, "RPG design
       
  1114 whose elements facilitate, to any recognizable degree, Gamist priorities
       
  1115 and decision-making."
       
  1116 
       
  1117 *Design and Premise*
       
  1118 Facilitating a metagame concern (a developed Premise) differs greatly
       
  1119 from Exploring a listed element as a priority. To address a Premise, the
       
  1120 imaginary, internal commitment to the in-game events must be broken at
       
  1121 least occasionally during play, to set up and resolve the issues of
       
  1122 interest in strictly person-to-person terms. To Explore the topic in the
       
  1123 Simulationist sense, breaking the imagined, continuous in-game causality
       
  1124 is exactly what to avoid. The at-first attractive idea that a system
       
  1125 could easily encompass, say, Character-based Premise and prioritized
       
  1126 Character Exploration is actually utterly unworkable.
       
  1127 
       
  1128 To illustrate this principle, let's take just one aspect of role-playing
       
  1129 design: the terms and qualities used to denote a character. How are
       
  1130 these things involved in Premise or focused Exploration?
       
  1131 
       
  1132 Facilitating Simulationism is all about Exploring the designated
       
  1133 element(s). The most important priority is that the stated features
       
  1134 express linear, in-game-world causality. That is why the most prevalent
       
  1135 version of Simulationist character design relies on Nature-Nurture
       
  1136 distinctions, using layered qualities, for a large number of attributes
       
  1137 and abilities. Other sorts of Simulationist design may employ different
       
  1138 methods, but the commitment to in-game, linear causality remains the
       
  1139 priority.
       
  1140 
       
  1141 Facilitating Narrativism relies on bringing specific Premise and the
       
  1142 ability to have an impact on it into the foreground, over and above any
       
  1143 "descriptive" or "explanatory" elements. Distinctions between attributes
       
  1144 and skills, for instance, is irrelevant. A big tough fighter and a small
       
  1145 lithe fighter may well be described, in game terms, with a single
       
  1146 identical "fight" value, perhaps modified retroactively during play for
       
  1147 especially-appropriate situations. A character may have features for
       
  1148 completely metagame concerns, such as "plot points" or similar things.
       
  1149 
       
  1150 Facilitating Gamism is a matter of knowing what is relevant to the
       
  1151 stakes, competition, and conditions of victory or loss. Features of a
       
  1152 character are either complicators or focusing points of the character's
       
  1153 strategic possibilities. (Side note: Gamist character design may be very
       
  1154 complex, in which the complication is itself part of the competitive
       
  1155 arena, or it may be very streamlined if the competition concerns other
       
  1156 issues.)
       
  1157 
       
  1158 Rules regarding both Character and System also facilitate a GNS goal by
       
  1159 facilitating (or even demanding) particular Stances. For instance, an
       
  1160 explicit metagame mechanic automatically entails using Author or
       
  1161 Director stance, whereas a Psychological Limitation of the
       
  1162 GURPS/Champions tradition automatically entails using Actor stance to
       
  1163 some degree. Secondarily, these Stance-directing mechanics affect GNS
       
  1164 focus.
       
  1165 
       
  1166 As always, synecdoche confounds the issue. Historically, certain
       
  1167 combinations of DFK and Character building, with their attendant impact
       
  1168 on Stance and GNS, have become so entrenched that many people actually
       
  1169 identify them as "how role-playing is done," without realizing the range
       
  1170 of design that they are missing.
       
  1171 
       
  1172 *RPG design and GNS, historically*
       
  1173 Pending a really good history of role-playing games, this brief and
       
  1174 GNS-based summary will have to do. Arising as it did from wargaming in
       
  1175 the middle 1970s, the earliest RPG design reflected its Gamist +
       
  1176 Simulationist roots. However, within a year, design philosophies split
       
  1177 very fast across a brief Renaissance of largely-forgotten games that
       
  1178 spanned nearly all of the GNS spectrum, and then two trends "settled
       
  1179 out" to remain stable until the early 1990s.
       
  1180 
       
  1181 The first of these trends was an ongoing series of imitations of
       
  1182 post-tourney D&D, with its halting and incoherent mix of Gamism and
       
  1183 Simulationism. The second was a development of Simulationist principles
       
  1184 in several trajectories, based on different models, including the
       
  1185 following.
       
  1186 
       
  1187     * The RuneQuest system from the Chaosium (extremely coherent,
       
  1188       emphasizing System and Setting), developing both in the series of
       
  1189       games from that company as well as in its imitators.
       
  1190     * The interesting mutual relationship between four editions of
       
  1191       Champions and effectively two of GURPS (moving from incoherent to
       
  1192       coherent, emphasizing System), which provides the model for the
       
  1193       vast majority of new games.
       
  1194     * The AD&D 2nd edition (mainly incoherent, emphasizing Setting and
       
  1195       Situation), developing in the huge setting-based proliferation of
       
  1196       TSR products into the early 1990s, as well as in a host of
       
  1197       small-press imitators. 
       
  1198 
       
  1199 Around 1990, first Narrativist-facilitating methods became widely
       
  1200 established, and then full-bodied Narrativist games appeared in 1994.
       
  1201 About five years later, simultaneous with the appearance of innovative
       
  1202 competitive games (not RPGs, but rather Cheapass Games), overtly Gamist
       
  1203 RPGs appeared.
       
  1204 
       
  1205 (A fascinating story of economics and industry hassles underlies this
       
  1206 history, but I regretfully have to stay on-topic. Another time.)
       
  1207 
       
  1208 Or to put it another way, RPG design through most of the hobby's history
       
  1209 has been largely devoted to Simulationist priorities. This is not to say
       
  1210 that the full range of this mode has been represented or all of its
       
  1211 potential developed.
       
  1212 
       
  1213 The sub-set of Simulationism most fully developed during the 1980s was
       
  1214 "realist" (a form of Situtation) and "genre-faithfulness" (System with
       
  1215 strong and various other co-emphases). Some conventions of these
       
  1216 approaches include identifying Fortune methods with the imaginary
       
  1217 physics of the setting and a commitment to extensive search and handling
       
  1218 times. The sub-set developed later used the previous one as a
       
  1219 foundation, but lightened the details and concentrated on Character,
       
  1220 Setting, and Situation in its most external form of published metaplot,
       
  1221 as a determinant of large-scale events during play.
       
  1222 
       
  1223 Quite a lot more has occurred in Simulationist design, of course. Not
       
  1224 surprisingly, the variety among coherent Simulationist design is
       
  1225 extensive, indeed, vast, because the key to design is which elements are
       
  1226 being Explored.
       
  1227 
       
  1228     * Character: Unknown Armies
       
  1229     * Setting: RuneQuest, Pendragon, Usagi Yojimbo, Jorune
       
  1230     * Situation: Call of Cthulhu
       
  1231     * System: GURPS, Champions 4th edition (or rather, the Hero System),
       
  1232       Fudge, Multiverser
       
  1233     * Situation and Setting: Feng Shui, Cyberpunk 2020
       
  1234     * Character and Setting: Legend of the Five Rings, Nephilim, Albedo,
       
  1235       Ars Magica, Nobilis 
       
  1236 
       
  1237 This is not to say that any RPG will illustrate one of the above
       
  1238 categories so clearly; the listed titles are among the shining lights of
       
  1239 coherent Simulationist design. Most RPGs are cobbled-together pieces of
       
  1240 these and other games, generating a vague and internally-incoherent
       
  1241 Simulationism with, at best, isolated design features or Color that are
       
  1242 interesting. The topic of incoherence is developed more fully below, but
       
  1243 for now, consider Kult - how can archetypal (fixed) character design be
       
  1244 compatible with Character Exploration? The answer is that it can't, and
       
  1245 that nearly all of the character development material in the basic rules
       
  1246 is scrapped in application, which turns into pure Setting Exploration
       
  1247 instead.
       
  1248 
       
  1249 Much Narrativist and Gamist play during the 1980s occurred as
       
  1250 "rebellious" play in groups using primarily Simulationist systems. This
       
  1251 is probably why elements of Narrativist and Gamist play are often
       
  1252 perceived as cheating by those who are strongly committed to the
       
  1253 Simulationist designs of that period, or mistakenly identified with
       
  1254 "ignoring the rules."
       
  1255 
       
  1256 Overt Gamist RPG design is very rare. I think it takes a central role
       
  1257 only in D&D well before it acquired its "A," in Tunnels & Trolls also in
       
  1258 the late 1970s, and, less coherently, in Shadowrun and Rifts. Arguably,
       
  1259 quite a lot of live-action role-playing of Vampire, Amber, and other
       
  1260 games has drifted into Gamism in application, but not in the texts. Only
       
  1261 very recently has overt, even enthusiastic Gamist design been
       
  1262 resurrected, in D&D3E, Rune, Pantheon, The Adventures of Baron
       
  1263 Munchausen, and Ninja Burger.
       
  1264 
       
  1265 Gamism clearly includes a wide range of the role of Fortune, such that
       
  1266 some games have a high random element and in others it is very low or
       
  1267 absent. Also, the GM's role varies widely, up to and including being
       
  1268 completely absent. I look forward to the continued appearance and
       
  1269 widely-ranging development of Gamist RPGs as well as to informed
       
  1270 discussion of the principles that are involved in playing them.
       
  1271 
       
  1272 Overt Narrativist RPG design is a latecomer, with the exception of the
       
  1273 few glimmers appearing in the late 1970s and early 1980s, of which
       
  1274 Marvel Super Heroes is the sole survivor. The first thoroughgoing
       
  1275 Narrativist game since then was Prince Valiant, in 1989. Although both
       
  1276 games were based on source texts, their designs did not recommend
       
  1277 Exploring the canonical settings so much as using the texts' authors'
       
  1278 philosophy of story creation as a model for creating new stories entirely.
       
  1279 
       
  1280 A veritable Renaissance of Narrativist design occurred in 1993-1994 and
       
  1281 continues to this day. Its published pioneers include Over the Edge and
       
  1282 Everway; then Theatrix, Zero, Castle Falkenstein, Extreme Vengeance, and
       
  1283 The Whispering Vault, as the next wave; and then Maelstrom/Story Engine,
       
  1284 followed by Hero Wars, as games which provided utterly novel approaches
       
  1285 at the metagame level. But the published games are only one side of the
       
  1286 story, given the proliferation of Narrativist development in the
       
  1287 underground, beginning with The Window and Wuthering Heights and setting
       
  1288 the stage for the publications of games like Sorcerer, Orkworld, and
       
  1289 Little Fears.
       
  1290 
       
  1291 In most Narrativist designs, Premise is based on one of the following
       
  1292 models.
       
  1293 
       
  1294     * A pre-play developed setting, in which case the characters develop
       
  1295       into protagonists in the setting's conflicts over time. Examples
       
  1296       include Castle Falkenstein and Hero Wars.
       
  1297     * Pre-play developed characters (protagonists), in which case the
       
  1298       setting develops into a suitable framework for them over time.
       
  1299       Examples include Sorcerer, Everway, Zero (in an interesting way),
       
  1300       Cyberpunk 1st edition, Orkworld, and The Whispering Vault. 
       
  1301 
       
  1302 I have observed that when people bring a Narrativist approach to
       
  1303 Vampire, Legend of the Five Rings, or other game systems which include
       
  1304 both detailed pre-play character creation and a detailed, conflict-rich
       
  1305 settting, they must discard one or the other in order to play enjoyably.
       
  1306 
       
  1307 Given the widespread use of Author and Director stance in Narrativist
       
  1308 role-playing, the functional result is to spread tasks and creative
       
  1309 roles left for the GM in most other play among all participants. These
       
  1310 systems may accurately be considered GM-full, rather than GM-less.
       
  1311 
       
  1312 Finally, several of the games mentioned above as well as others are
       
  1313 probably best considered "abashedly Narrativist" rather than thoroughly
       
  1314 focused on this mode, insofar as the overt philosophy of play in the
       
  1315 texts is about creating stories, even about the players having co-author
       
  1316 status, but various elements of design stop short of the goal. The
       
  1317 aforementioned Marvel Super Heroes, Cyberpunk 1st edition, The Window,
       
  1318 Everway, Obsidian, UnderWorld, and Little Fears are good examples.
       
  1319 
       
  1320 *The new revolution*
       
  1321 Recent directions in RPG design are breaking new ground across GNS,
       
  1322 especially in terms of how Stance relates to the modes. Only now are we
       
  1323 seeing such things as mechanics-driven Director Stance in Simulationism
       
  1324 and in Gamism. It's also nice to see Narrativist design following up on
       
  1325 the precedent set by Prince Valiant, with Premise based on Situation
       
  1326 (The Dying Earth).
       
  1327 
       
  1328 Fortune methods may clearly be employed extensively in the service of
       
  1329 metagame goals. I specifically disavow the popular notion that these
       
  1330 methods serve only for in-setting probabilistic modeling, and the
       
  1331 associated notion that they have little place in Narrativism or Gamism.
       
  1332 I would very much like to participate in a discussion of Fortune systems
       
  1333 acting as a "springboard" for metagame priorities in Narrativist play,
       
  1334 as suggested by the designs of InSpectres, The Pool, The Framework,
       
  1335 Munchkins, and others.
       
  1336 
       
  1337 Another new development is an explicit opening statement about the
       
  1338 social context of play, often with a fairly strong GNS focus. I think
       
  1339 this is an astoundingly important element of game design and
       
  1340 presentation, and it's interesting to review older games to see how they
       
  1341 did or didn't manage to communicate it. The typical trends among them
       
  1342 are the following.
       
  1343 
       
  1344     * The purpose and perspective of the game is scattered across
       
  1345       several places, rarely at the beginning, and is often referred to
       
  1346       rather than addressed directly.
       
  1347     * The purpose and perspective of the game is justified because it
       
  1348       corresponds to what, according to the authors, role-playing
       
  1349       obviously is (i.e., the synecdoche fallacy).
       
  1350     * The purpose and perspective of the game claims to satisfy anyone,
       
  1351       in blatant contradiction to the game's content and design. 
       
  1352 
       
  1353 One of the benefits of the GNS perspective is the willingness to accept
       
  1354 that other outlooks or priorities exist besides one's own. Therefore, in
       
  1355 many of the new games, the social contract is both more explicit and
       
  1356 less dismissive, which I think is functional, honest, and fair.
       
  1357 
       
  1358 Dozens of topics remain, many of which have been researched by me but
       
  1359 have not been broached in public.
       
  1360 
       
  1361     * DFK combinations across RPG design history, in both basic
       
  1362       resolution and metagame mechanics.
       
  1363     * The history and development across RPGs of trading within
       
  1364       components of Currency or across them.
       
  1365     * Random vs. nonrandom elements of character creation contrasted
       
  1366       with those of event resolution.
       
  1367     * Distinctions between successful actions and significant consequences.
       
  1368     * Personality mechanics, divided into two main schools derived from,
       
  1369       respectively, Call of Cthulhu and Dungeons & Dragons.
       
  1370     * Fundamental aspects of character-player relationship based on
       
  1371       levels of remove.
       
  1372     * The consequence of character death or incapacity on the player's
       
  1373       participation in the game. 
       
  1374 
       
  1375 I would very much like to host a sort of "Discuss this game" exercise at
       
  1376 the Forge regarding given RPGs, not to label them "G, N, or S" in a
       
  1377 superficial way but rather to dissect their function in the full
       
  1378 knowledge of the listed elements, Stance-facilitating features, all
       
  1379 aspects of design including the issues listed above, comparisons with
       
  1380 ancestral, contemporary, and derivative games, and much more.
       
  1381 
       
  1382 *Metagame considered further*
       
  1383 Metagame mechanics appeared mainly as Narrativist "coping mechanisms"
       
  1384 when playing games that were largely 80s-Simulationist designs (which
       
  1385 does not mean these games were "bad" or represented the whole of
       
  1386 Simulationist potential). An extreme, early example would be TORG's
       
  1387 character-card privileges; a more typical example would be Over the
       
  1388 Edge's bonus dice.
       
  1389 
       
  1390 In later RPGs with overtly Narrativist resolution systems, metagame
       
  1391 mechanics have again become rare. For instance, in Hero Wars, neither
       
  1392 bumping success levels nor bidding Action Points are metagame mechanics,
       
  1393 but simply the basic resolution system. They most resemble metagame
       
  1394 mechanics from earlier games, but now, in an overtly Narrativist design,
       
  1395 they are front-and-center rather than secondary overrides.
       
  1396 
       
  1397 *Balance, so-called*
       
  1398 "Balance" may rank as the most problematic term in all of role-playing.
       
  1399 What in the world does it mean? Equality of some kind? Fairness of some
       
  1400 kind? Whenever the term is brought up, the discussion cannot proceed
       
  1401 without specifying further regarding the following issues.
       
  1402 
       
  1403     * Balance of what? Components of the characters? Specific sets of
       
  1404       components?
       
  1405     * Or perhaps it's balance of actions, in which case, is it of
       
  1406       opportunity, or of consequence?
       
  1407     * Balance among whom? Players or characters? Both in some way?
       
  1408     * To what end? (Citing "fairness" is tautological.)
       
  1409     * Shifting the issue, perhaps it's a matter of balance within a
       
  1410       character, rather than among characters.
       
  1411     * And extending the issue, should balance be concerned with initial
       
  1412       starting points of characters or with the processes of change for
       
  1413       the characters, or both? 
       
  1414 
       
  1415 Currently little insight arises from discussions of balance, as it
       
  1416 inevitably wanders about these issues without focusing. The issues
       
  1417 themselves, on the other hand, are very interesting. Therefore the term
       
  1418 is much like "genre," in that discussion might as well focus on the real
       
  1419 issues in the first place and never use the term at all.
       
  1420 
       
  1421 Finally, a common misconception is to identify any concern with equality
       
  1422 or "even-ness" among characters with (a) balance per se and (b) Gamism.
       
  1423 I disavow any suggestion that Gamism as a whole is necessarily concerned
       
  1424 with balance, or that concerns with balance (of some kind) necessarily
       
  1425 indicate a Gamist approach. For instance, the parity of starting point
       
  1426 totals across a group of GURPS characters most likely indicates a
       
  1427 commitment to the consistency of the Explored Characters with their
       
  1428 Situation and Setting, rather than to any concern with "fairness" or
       
  1429 "leveling the playing field."
       
  1430 
       
  1431 *Hybrids and drift*
       
  1432 Can multiple GNS goals be satisfied by a single game design? It may be
       
  1433 possible, but it is not easy. As mentioned before, merely aligning
       
  1434 topics of Exploration with those of Premise is probably not effective. I
       
  1435 conceive of two types of *hybrid*: (1) two modes are simultaneously
       
  1436 satisfied in the same player at the same time, of which I am highly
       
  1437 skeptical; and (2) two modes can exist side by side in the design, such
       
  1438 that differently-oriented players may play together, which might be
       
  1439 possible. Some possible candidates for the latter include these.
       
  1440 
       
  1441     * G + S: Rifts.
       
  1442     * N + G: Champions 1st-3rd editions; I'm interested as well in
       
  1443       seeing the upcoming Elfworld and a proposed game from Hogshead
       
  1444       Publishing regarding fantasy weaponry.
       
  1445     * N + S: Little Fears and UnderWorld (these games' degree of
       
  1446       "abashedness" exists squarely on the border of the two modes). 
       
  1447 
       
  1448 *Drift* is a related issue: the movement from one GNS focus to another
       
  1449 during the course of play. I do not think that "drift" reflects
       
  1450 hybridized design (in which both modes are indeed present), but rather
       
  1451 correctable incoherence (moving toward coherence in one mode).
       
  1452 Historically, drifting toward Gamism is very common; it isn't hard to
       
  1453 understand that a frustrating and incoherent context can be turned into
       
  1454 an arena for competition. Internet play has illustrated some distinctive
       
  1455 drifting: Amber moves from abashed Narrativism either to Simulation with
       
  1456 Exploration of Character or to Gamism with the emphasis on interpersonal
       
  1457 control; Everway moves from abashed Narrativism to Simulationism with
       
  1458 the emphasis on Exploration of Situation.
       
  1459 The 1990s transitional game offers a good example of driftable design:
       
  1460 Simulationist resolution with strong metagame mechanics, highly
       
  1461 customizable character, setting, and situation, with or without
       
  1462 exhortations to "story." Fudge and The Window are perfect examples, on
       
  1463 either side of Simulationism or Narrativism, respectively, as the stated
       
  1464 emphasis.
       
  1465 
       
  1466 *Incoherent design*
       
  1467 Unfortunately, functional or nearly-functional hybrids are far less
       
  1468 common than simply incoherent RPG designs.
       
  1469 
       
  1470 The "lesser," although still common, dysfunctional trend is found among
       
  1471 the imitators of the late-1970s release of AD&D, composed of vague and
       
  1472 scattered Simulationism mixed with vague and scattered Gamism. Warhammer
       
  1473 is the most successful of these. Small-press publishers pump out these
       
  1474 games constantly, offering little new besides ever-more baroque
       
  1475 mechanics and a highly-customized Setting (Hahlmabrea, Pelicar,
       
  1476 Legendary Lives, Of Gods and Men, Fifth Cycle, Darkurthe: Legends, and
       
  1477 more). Another, similar trend is the never-ending stream of GURPS
       
  1478 imitators.
       
  1479 
       
  1480 The "dominant" dysfunctional system is immediately recognizable, to the
       
  1481 extent of being considered by many to be what role-playing is: a vaguely
       
  1482 Gamist combat and reward system, Simulationist resolution in general
       
  1483 (usually derived from GURPS, Cyberpunk, or Champions 4th edition), a
       
  1484 Simulationist context for play (Situation in the form of published
       
  1485 metaplot), deceptive Narrativist Color, and incoherent
       
  1486 Simulationist/Narrativist Character creation rules. This combination has
       
  1487 been represented by some of the major players in role-playing marketing,
       
  1488 and has its representative for every period of role-playing since the
       
  1489 early 1980s.
       
  1490 
       
  1491     * AD&D2 pioneered the approach in the middle 1980s, particularly the
       
  1492       addition of metaplot with the Dragonlance series.
       
  1493     * Champions, through its 3rd edition, exemplified a mix of Gamist
       
  1494       and Narrativist "driftable" design, but with its 4th edition in
       
  1495       the very late 1980s, the system lost all Metagame content and
       
  1496       became the indigestible mix outlined above.
       
  1497     * Vampire, in the early 1990s, offered a mix of Simulationism and
       
  1498       Gamism in combat resolution, but a mix of Narrativism and
       
  1499       Simulationism out of combat, as well as bringing in Character
       
  1500       Exploration. 
       
  1501 
       
  1502 The design is hugely imitated, ranging from Earthdawn, Kult, and In
       
  1503 Nomine, to the mid-1990s "shotgun attack" of Deadlands, Legend of the
       
  1504 Five Rings, and Seventh Sea.
       
  1505 
       
  1506 All of these games are based on The Great Impossible Thing to Believe
       
  1507 Before Breakfast: that the GM may be defined as the author of the
       
  1508 ongoing story, and, simultaneously, the players may determine the
       
  1509 actions of the characters as the story's protagonists. This is
       
  1510 impossible. It's even absurd. However, game after game, introduction
       
  1511 after introduction, and discussion after discussion, it is repeated.
       
  1512 
       
  1513 Consider the players who were excited about the vampire concept for
       
  1514 role-playing. What happens when they try to play Vampire: the
       
  1515 Masquerade? Well, they try to Believe the Impossible Thing, and in
       
  1516 application, the results are inevitable.
       
  1517 
       
  1518     * The play drifts toward some application of Narrativism, which
       
  1519       requires substantial effort and agreement among all the people
       
  1520       involved, as well as editing out substantial portions of the
       
  1521       game's texts and system.
       
  1522     * The play drifts toward an application of Simulationism in which
       
  1523       the GM dominates the characters' significant actions, and the
       
  1524       players contribute only to characterization. This is called
       
  1525       *illusionism*, in which the players are unaware of or complicit
       
  1526       with the extent to which they are manipulated.
       
  1527           o Illusionism is not necessarily dysfunctional, and if
       
  1528             Character or Situation Exploration is the priority, then it
       
  1529             can be a lot of fun. Unknown Armies, Feng Shui, and Call of
       
  1530             Cthulhu all facilitate extremely functional illusionism.
       
  1531             However, it is not and can never be "story creation" on the
       
  1532             part of all participants, and if the game is incoherent,
       
  1533             illusionism requires considerable effort to edit the system
       
  1534             and texts into shape. 
       
  1535     * Most likely, however, the players and GM carry out an ongoing
       
  1536       power-struggle over the actions of the characters, with the
       
  1537       integrity of "my guy" held as a club on the behalf of the former
       
  1538       and the integrity of "the story" held as a club on behalf of the
       
  1539       latter. 
       
  1540 
       
  1541 The players of the vampire example are especially screwed if they have
       
  1542 Narrativist leanings and try to use Vampire: the Masquerade. The
       
  1543 so-called "Storyteller" design in White Wolf games is emphatically not
       
  1544 Narrativist, but it is billed as such, up to and including encouraging
       
  1545 subcultural snobbery against other Simulationist play without being much
       
  1546 removed from it. The often-repeated distinction between "roll-playing"
       
  1547 and "role-playing" is nothing more nor less than Exploration of System
       
  1548 and Exploration of Character - either of which, when prioritized, is
       
  1549 Simulationism. Thus our players, instead of taking the "drift" option
       
  1550 (which would work), may well apply themselves more and more diligently
       
  1551 to the metaplot and other non-Narrativist elements in the mistaken
       
  1552 belief that they are emphasizing "story." The prognosis for the
       
  1553 enjoyment of such play is not favorable.
       
  1554 
       
  1555 One may ask, if this design is so horribly dysfunctional, why is it so
       
  1556 popular? The answer requires an economic perspective on RPGs, in
       
  1557 addition to the conceptual and functional one outlined in this essay,
       
  1558 and is best left for discussion.
       
  1559 
       
  1560 *The one true game*
       
  1561 What a wonderful ideal: an RPG design that satisfies any participant,
       
  1562 with no stress, no adjustment of any part, no potential for
       
  1563 interpersonal disagreement, and no unnecessary preparation. The
       
  1564 "universal game."
       
  1565 
       
  1566 Bluntly, it's a moronic concept, existing only to whet frustrated
       
  1567 consumers' appetites for an upcoming product. GNS goals differ among
       
  1568 people, preferred variants of each GNS mode differ among people, and
       
  1569 system mechanics necessarily facilitate a limited range of these
       
  1570 preferences, or facilitate nothing at all. All of us would do well to
       
  1571 look in the mirror every morning and state, "There is no universal
       
  1572 role-playing game."
       
  1573 
       
  1574 However, the term "universal" is also used for a rather sensible and
       
  1575 functional RPG design option, which is much better described by the term
       
  1576 *general*. A general game design holds constant one or two of the listed
       
  1577 elements of role-playing (Character, Setting, Situation, System, Color)
       
  1578 and provides guidelines for customizing the other elements. GURPS and
       
  1579 Fudge are perfect examples, as are the plethora of their imitators:
       
  1580 System is held constant and made very clear; Setting and Color are
       
  1581 specified prior to play by the GM and similarly made clear and specific;
       
  1582 and then Character and Situation are customized.
       
  1583 
       
  1584 A general game design is really no more than extending the original
       
  1585 notion from AD&D of System, Setting, Situation, and Color being highly
       
  1586 fixed, with Character being the main thing to customize. Other
       
  1587 combinations are possible, as in Sorcerer and Orkworld, in which System
       
  1588 is highly fixed, then Character and Situation are customized, and
       
  1589 finally Setting are customized (Color's place differs between these two
       
  1590 games).
       
  1591 
       
  1592 In other words, the so-called "universal" model for RPG design is really
       
  1593 a general design, and a coherent general game sits as firmly in its GNS
       
  1594 orientation as any other. The key issue is to avoid confounding it with
       
  1595 "universal" in the sense of "satisfies any and every possible
       
  1596 role-playing participant."
       
  1597 
       
  1598 *Misunderstandings*
       
  1599 A number of code-phrases to describe RPG system and goals have arisen as
       
  1600 role-players struggled to match their interests with the spectrum of
       
  1601 available games, but most of them lack substance.
       
  1602 
       
  1603     * Rules-heavy vs. Rules-light: this dichotomy is vaguely oriented
       
  1604       toward high vs. low search and handling time, but it is confounded
       
  1605       a great deal with so-called realism and so-called story. (This
       
  1606       confusion is a product of the transition design period of
       
  1607       1990-1991, exemplified by Fudge and The Window.) The concept of
       
  1608       rules-focus, in terms of goals and modes, has not entered the
       
  1609       popular understanding of the hobby.
       
  1610     * Completeness: as far as I can tell, this term relies on as
       
  1611       thorough a presentation as possible of all the listed elements,
       
  1612       apparently such that Simulationist play of any emphasis can pick
       
  1613       and choose which aspects to emphasize, by elimination rather than
       
  1614       by creation. 
       
  1615 
       
  1616 </articles/7/>
       
  1617 
       
  1618 *_Chapter Six: Actually Playing_*
       
  1619 
       
  1620 It all comes back to the social situation, eventually, because
       
  1621 role-playing is a human activity and not a set of rules or text.
       
  1622 Coherence is expressed as a social outcome; it must apply all the way
       
  1623 into and through actual play. I suggest that preparing for and carrying
       
  1624 out the role-playing experience in social terms, well above and beyond
       
  1625 considerations of system mechanics, is most coherent from a GNS and
       
  1626 Premise perspective.
       
  1627 
       
  1628 Role-playing is carried out through relying upon the real, interpersonal
       
  1629 roles of living humans, yes, even of opponents. If people do not share
       
  1630 any degree of either Premise focus (either Gamist or Narravist) or an
       
  1631 Exploration focus (Simulationist), then their different assumptions,
       
  1632 different expectations, and different goals will come into conflict
       
  1633 during play. When that happens, the uber-goal of "Fun" is diminished.
       
  1634 Perhaps the people continue to play together solely to interact
       
  1635 socially, but the actual role-playing is, effectively, gone.
       
  1636 
       
  1637 *But it's just a game!*
       
  1638 This phrase is an alarm bell. Oh, it looks like an attempt to
       
  1639 reconciliate disagreements by calling attention to fun and the shared,
       
  1640 social context, but it disguises something far more unpleasant.
       
  1641 
       
  1642 The first tip-off is that the phrase is not literally meaningful. What's
       
  1643 the "it?" Role-playing, of course, but dismissed, via the singular short
       
  1644 pronoun, as simple, straightforward, intuitively grasped, and singly
       
  1645 defined. And what's a "game?" Not defined at all. The use of "game" to
       
  1646 refer to role-playing is completely historical and carries no
       
  1647 informational content beyond its indication of a leisure activity.
       
  1648 
       
  1649 The ugly truth is that this phrase is not reconciliatory at all. Rather,
       
  1650 it is code for, "Stop bothering me with your interests and accord with
       
  1651 my goals, decisions, and priorities of play." I strongly urge that
       
  1652 individual role-players not tolerate any implication that their
       
  1653 preferred, enjoyed range of role-playing modes is a less worthy form of
       
  1654 play.
       
  1655 
       
  1656 *What's a GM and what's a player?*
       
  1657 Like it or not, among any group of people contributing to some
       
  1658 constructive activity, there exists a the aforementioned Balance of
       
  1659 Power: some hierarchy and way to organize who gets to influence and
       
  1660 approve of outcomes. For the activity to succeed, some form of *social
       
  1661 contract*, or reciprocal obligations, must be in place.
       
  1662 
       
  1663 In role-playing games, the issue of the social contract becomes quickly
       
  1664 confounded with the distribution and difference in the roles of GM and
       
  1665 players. Entirely aside from any formal rules-oriented or
       
  1666 procedure-oriented authority, what kind of authority or status does a GM
       
  1667 have over or with the players anyway? Is he or she the physical host,
       
  1668 using physical living or work space for the game? If not, does that
       
  1669 change or limit the GM-ness? How about a faculty member running games
       
  1670 with students in a campus club? How about romance issues; if single, is
       
  1671 he or she automatically the focus of personal attention from other
       
  1672 single people in the group?
       
  1673 
       
  1674 Most of these issues cannot be addressed from the perspective of game
       
  1675 design, but they are real nonetheless. Where the game design and
       
  1676 GNS-based approach to play can help is in putting all the issues of the
       
  1677 role-playing itself above-board. Given clear roles, purposes, and
       
  1678 respective obligations of GM and player - which in most RPG designs are
       
  1679 left open or badly mis-stated - the group may avoid getting its
       
  1680 role-playing issues mixed up with its social ones.
       
  1681 
       
  1682 How might a GNS perspective help keep that GM/player understanding
       
  1683 clear? Historically, the terms cover very diffferent ranges within each
       
  1684 of the modes.
       
  1685 
       
  1686     * The range in Gamism: GM as referee over players who compete with
       
  1687       one another, GM as referee over the players competing with a
       
  1688       scenario, GM as opponent of the players as a unified group, or
       
  1689       even no GM at all among a group of competing players.
       
  1690     * The range in Simulationism: GM as channeler of external source
       
  1691       material, GM as the fellow Actor responsible for the landscape and
       
  1692       NPCs, GM as referee of the physics and internal consistency of the
       
  1693       imaginary universe, GM as covert author.
       
  1694     * The range in Narrativism: depending on the degree of coauthorship
       
  1695       of the players, the traditional tasks of the GM may vary all the
       
  1696       way from one centralized GM to a situation in which all the
       
  1697       players are mini-GMs. Interestingly, this is the one mode in
       
  1698       which, throughout its range, no role for an "impartial referee" GM
       
  1699       is possible. 
       
  1700 
       
  1701 One last note about Gamism: the shift from tourney play, in which many
       
  1702 groups of players competed for time and kill-count as they were "run
       
  1703 through" identical adventures, to single-group play led to many design
       
  1704 holdovers that often lead to frustrating experiences. These are almost
       
  1705 all based on the shift from the GM as referee, with the opponents being
       
  1706 other groups, to the GM as opponent - and the players, rather sensibly,
       
  1707 turning from competing with an invincible opponent (the holdover from
       
  1708 the referee status) to competing with one another.
       
  1709 
       
  1710 A final issue about GM and player(s) concerns who is expected to be
       
  1711 entertaining whom, in some kind of dichotomous way. Evidently this is a
       
  1712 matter of some emotional commitment, prompting the same defensiveness
       
  1713 and hurt feelings as the mention of "immersion." Therefore I am
       
  1714 personally willing to let it lie.
       
  1715 
       
  1716 *Organizing a role-playing session*
       
  1717 With a few exceptions, most role-playing texts completely ignore the
       
  1718 actual human logistics of play, although these are hugely important in
       
  1719 application. How can one possibly participate in a social, leisure
       
  1720 activity without considering all of the following?
       
  1721 
       
  1722     * The number of participants and the extant relationships among them.
       
  1723     * The time to be spent playing, in terms of hours per session and
       
  1724       the number of sessions per unit of real time (week or month,
       
  1725       e.g.), the anticipated number of sessions, and so on.
       
  1726     * The event-scope of play; that is, when and how often units of
       
  1727       satisfaction for the participants occcur (here the GNS perspective
       
  1728       is tremendously useful, because it identifies the instances of
       
  1729       satisfaction).
       
  1730     * The necessary time and effort to be spent in preparation, and by
       
  1731       whom. 
       
  1732 
       
  1733 When AD&D was released in its late 1970s form, its content encouraged a
       
  1734 "more is better" approach. The more players, the better. The more time
       
  1735 spent, the better. The longer the sessions, the better. The longer the
       
  1736 sessions continued, the better. Nearly all role-playing games used AD&D
       
  1737 as the starting point for presentation purposes, even those with vastly
       
  1738 different systems and philosophies of play, and so this dysfunctional
       
  1739 approach remains with us to this day. The term "campaign" is especially
       
  1740 misleading, as in wargaming it denotes a specific set of events from
       
  1741 point A in time to point B in time, whereas in role-playing it denotes
       
  1742 playing indefinitely.
       
  1743 
       
  1744 For those forms of role-playing that emphasize "story" in the general
       
  1745 sense (see Chapter Two), this approach is completely unsuitable. What is
       
  1746 a "story" to be, in terms of individual sessions and all-sessions? In
       
  1747 role-playing culture, one is often assumed either to be playing a
       
  1748 "campaign," which means it should go on forever, or a "one-shot" session
       
  1749 which aside from the connotation of being superficial is simply too
       
  1750 short for many sorts of stories. The functional intermediate of playing
       
  1751 the number of sessions sufficient for the purpose of resolving a story
       
  1752 is nowhere to be found in the texts of role-playing.
       
  1753 
       
  1754 On the smaller scale, successfully preparing for individual sessions is
       
  1755 especially integrated with GNS and Premise. Consider the historical
       
  1756 tendencies among the modes, in terms of how a series of events emerges
       
  1757 through the course of play. (These do not represent either a complete or
       
  1758 definitional list, but simply historical examples.)
       
  1759 
       
  1760     * Linear adventures, in which the GM has provided a series of
       
  1761       prepared, in-order encounters.
       
  1762     * Linear, branched adventures, in which the GM has done the same as
       
  1763       above but provides for the players proceeding in more than one
       
  1764       direction or sequence.
       
  1765     * Roads to Rome, in which the GM has prepared a climactic scene and
       
  1766       maneuvers or otherwise determines that character activity leads to
       
  1767       this scene. (In practice, "winging it" usually becomes this method.)
       
  1768     * Bang-driven, in which the GM has prepared a series of instigating
       
  1769       events but has not anticipated a specific outcome or
       
  1770       confrontation. (This is precisely the opposite of Roads to Rome.)
       
  1771     * Relationship map, in which the GM has prepared a complex
       
  1772       back-story whose members, when encountered by the characters,
       
  1773       respond according to the characters' actions, but no sequence or
       
  1774       outcomes of these encounters have been pre-determined.
       
  1775     * Intuitive continuity, in which the GM uses the players' interests
       
  1776       and actions during initial play to construct the crises and actual
       
  1777       content of later play. (This is a form of "winging it" that may or
       
  1778       may not become Roads to Rome.) 
       
  1779 
       
  1780 Roads to Rome and Linear/Branched play are extremely common in published
       
  1781 scenarios with a strong Simulationist approach. Linear play relies on
       
  1782 extreme commitment to the Situation, and thus works best for
       
  1783 Situation-intensive Simulationist play, as in many Call of Cthulhu
       
  1784 scenarios. Bang-driven (formalized in Sorcerer and Sword) and
       
  1785 Relationship map (formalized in The Sorcerer's Soul) are best suited to
       
  1786 Narrativist play. Intuitive Continuity may do well for a variety of
       
  1787 modes that emphasize either Character actions being pivotal
       
  1788 (Narrativism) or Character Exploration (Simulationism). Again, all of
       
  1789 this is speaking historically and not at all in terms of potential.
       
  1790 
       
  1791 Gamist play was not included above, mainly because it has been so badly
       
  1792 marginalized during most of role-playing history. To date, most scenario
       
  1793 construction oriented in this direction has fallen back on the
       
  1794 late-1970s tournament model or the survivalist model found in many video
       
  1795 games. The Hogshead family of Gamist RPGs ('Baron Munchausen, Pantheon)
       
  1796 has broken this mold and I have no doubt that much more variety remains
       
  1797 to be developed.
       
  1798 
       
  1799 *Dysfunction: when role-playing doesn't work out*
       
  1800 Great Googley-Moogley, let me count the ways.
       
  1801 
       
  1802 The clearest case is straightforward. People do exist who will
       
  1803 habitually disrupt a role-playing group for whatever reasons of their
       
  1804 own, and the only solution for dealing with such people is to exclude
       
  1805 them from play.
       
  1806 
       
  1807 But let's consider people who do want to role-play together, and have
       
  1808 even established an interest in the most basic, embryonic form of an
       
  1809 initial Premise. What dysfunctions may arise?
       
  1810 
       
  1811 Emotional tensions between people may override the role-playing. It can
       
  1812 be romance, or money issues, or who's giving whom a ride home, or any
       
  1813 number of similar things. My claim is that a lot of times, people get
       
  1814 all upset at one another about game stuff (tactics, rules, etc) when the
       
  1815 real problem is this people stuff. Such problems must be dealt with
       
  1816 socially and above-board, because no in-game mechanisms can help;
       
  1817 in-game issues are symptoms rather than causes.
       
  1818 
       
  1819 I think the most common dysfunction, however, is GNS incompatibility. At
       
  1820 the highest-order level, if the people simply have entirely different
       
  1821 goals, then actual play continually runs into conflicts about priorities
       
  1822 and procedures based on those different goals. I think everyone who's
       
  1823 familiar with the theory knows that this is a "no fault, no blame"
       
  1824 criterion. I like potatos, you like pink lemonade, have a nice game with
       
  1825 your own group.
       
  1826 
       
  1827 More difficult incompatibilities also exist within each of G, N, or S.
       
  1828 People may share the the large-scale GNS goal, but be accustomed to or
       
  1829 desire different standards for Balance of Power, preferred stances,
       
  1830 notions of character depth, the distinction between player success and
       
  1831 character success, and many related things. In this case, dysfunction
       
  1832 arises from (a) trying to resolve the differences during play itself,
       
  1833 and (b) anyone being unwilling to compromise about the differences.
       
  1834 
       
  1835 Drift is the usual method for dealing with this level of discord. It is
       
  1836 a fine solution for resolving within-mode differences, if everyone is
       
  1837 willing to give a little. However, drift has a dark side, or
       
  1838 degeneration, the disruption or subversion of the social contract such
       
  1839 that what is happening is not more fun, at least not at the group level.
       
  1840 Gamism is often pegged as the culprit when players shift from the stated
       
  1841 or agreed-upon mode of play and turn upon one another as opponents, but
       
  1842 it's better considered degeneration with Gamism merely being the
       
  1843 direction. The usual effect of degeneration (any kind, not just this one
       
  1844 little Gamist sort), if people continue to play, is to play without
       
  1845 committing to anything at all.
       
  1846 
       
  1847 The tragedy is how widespread GNS-based degeneration really is. I have
       
  1848 met dozens, perhaps over a hundred, very experienced role-players with
       
  1849 this profile: a limited repertoire of games behind him and extremely
       
  1850 defensive and turtle-like play tactics. Ask for a character background,
       
  1851 and he resists, or if he gives you one, he never makes use of it or
       
  1852 responds to cues about it. Ask for actions - he hunkers down and does
       
  1853 nothing unless there's a totally unambiguous lead to follow or a foe to
       
  1854 fight. His universal responses include "My guy doesn't want to," and, "I
       
  1855 say nothing."
       
  1856 
       
  1857 I have not, in over twenty years of role-playing, ever seen such a
       
  1858 person have a good time role-playing. I have seen a lot of groups
       
  1859 founder due to the presence of one such participant. Yet they really
       
  1860 want to play. They prepare characters or settings, organize groups, and
       
  1861 are bitterly disappointed with each fizzled attempt. They spend a lot of
       
  1862 money on RPGs with lots of supplements and full-page ads in gaming
       
  1863 magazines.
       
  1864 
       
  1865 These role-players are GNS casualties. They have never perceived the
       
  1866 range of role-playing goals and designs, and they frequently commit the
       
  1867 fallacies of synecdoche about "correct role-playing." Discussions with
       
  1868 them wander the empty byways of realism, genre, completeness,
       
  1869 roll-playing vs. role-playing, and balance. They are the victims of
       
  1870 incoherent game designs and groups that have not focused their
       
  1871 intentions enough. They thought that "show up with a character" was
       
  1872 sufficient prep, or thought that this new game with its new setting was
       
  1873 going to solve all their problems forever. They are simultaneously
       
  1874 devoted to and miserable in their hobby.
       
  1875 
       
  1876 My goal in developing RPG theory and writing this document is to help
       
  1877 people avoid this fate.
       
  1878 
       
  1879 </articles/8/>
       
  1880 
       
  1881 *_Acknowledgements_*
       
  1882 
       
  1883 Thanks are due to everyone who has taken the time to discuss the issues
       
  1884 with me over the years. Specific intellectual debts are owed to the
       
  1885 following people. In no particular order:
       
  1886 
       
  1887 The members of the rec.gaming.faq.advocacy discussion group, most
       
  1888 especially John Kim, for the Threefold Model and Stance. I owe an
       
  1889 immense debt to all members of these discussions for raising all the
       
  1890 right issues. However, I have altered just about everything very
       
  1891 drastically, and "Director stance" is my contribution.
       
  1892 
       
  1893 Robin Laws for his essay regarding Art vs. Game in the text of Over the
       
  1894 Edge, as well as for nearly single-handedly revolutionizing RPG design
       
  1895 throughout the 1990s. (And he's still going, too; it's really frightening.)
       
  1896 
       
  1897 The Scarlet Jester (real name withheld) for the concept of Exploration.
       
  1898 However, I acknowledge that he does not approve of the definition and
       
  1899 use I've made of it, and any problems or inconsistencies with the listed
       
  1900 definition and use are solely my responsibility.
       
  1901 
       
  1902 Jonathan Tweet for DFK, from his text in the game Everway, as well as
       
  1903 for many other things. My re-statement of the definition of Drama has
       
  1904 been approved by him.
       
  1905 
       
  1906 Christopher Kubasik for his "Interactive Toolkit" series of essays.
       
  1907 
       
  1908 Lajos Egri for his 1946 book, The Art of Dramatic Writing, for the
       
  1909 foundation of my thoughts on Narrativist Premise.
       
  1910 
       
  1911 Logan Hunter for his original compilation of the theories from a variety
       
  1912 of discussions and for his construction of Balance of Power.
       
  1913 
       
  1914 Jim Henley for his term "abashedly Narrativist" regarding Everway, which
       
  1915 admirably describes a whole family of RPG designs.
       
  1916 
       
  1917 Gordon Landis for his input regarding Drift.
       
  1918 
       
  1919 The FUZION Lab Group for their presentation of switches and dials in the
       
  1920 text of Champions New Millenium. I have expanded their
       
  1921 Simulationist/general material into a much broader scheme regarding all
       
  1922 of DFK diversity.
       
  1923 
       
  1924 Jesse Burneko for his input regarding illusionism.
       
  1925 
       
  1926 Gareth-Michael Skarka for his description of Intuitive Continuity in the
       
  1927 text of UnderWorld.
       
  1928 
       
  1929 If I have overlooked anyone's input, please remind me and I'll include
       
  1930 you in the acknowledgments.
       
  1931