|
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 |