references/narr_essay.txt
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     5 
       
     6                              Narrativism: Story Now
       
     7 
       
     8    by Ron Edwards <[8]sorcerer@sorcerer-rpg.com>
       
     9    Copyright 2003 Adept Press
       
    10 
       
    11    Acknowledgments are due to Mike Holmes, Ralph Mazza, Christopher Kubasik,
       
    12    Jesse Burneko, Paul Czege, Clinton R. Nixon, Vincent Baker, Seth Ben-Ezra,
       
    13    M. J. Young, Chris Chinn, Pete Darby, Gordon C. Landis, Walt Freitag, and
       
    14    Matt Snyder for comments on the first draft of this essay. All mistakes or
       
    15    misattributions should be considered my responsibility.
       
    16 
       
    17    This is the third of three essays building upon the topics addressed in
       
    18    "GNS and other matters of role-playing theory"
       
    19    ([9]http://www.indie-rpgs.com/articles/1/). The previous two essays were
       
    20    "Simulationism: The Right to Dream"
       
    21    ([10]http://www.indie-rpgs.com/articles/15/), and "Gamism: Step On Up"
       
    22    ([11]http://www.indie-rpgs.com/articles/21/). This series' purposes are to
       
    23    clarify the original essay and to develop and incorporate insights from
       
    24    discussions at the Forge.
       
    25 
       
    26    This one is about Narrativist play, which is simultaneously the least and
       
    27    most problematic of the Creative Agendas I've described. It's incredibly
       
    28    easy in application, and the most difficult for discussion. I think that
       
    29    this difficulty lies mainly in some of the peculiarities of
       
    30    role-player/gamer culture, entrenched in the history of the hobby, rather
       
    31    than any particular logical or cognitive hitches in the mode of play
       
    32    itself.
       
    33 
       
    34    In the first two essays, I began presenting an overall model of
       
    35    role-playing, but piecemeal and in stumbling verbal form. As of this
       
    36    writing, I've finished that model, and it is included here as well. It's a
       
    37    bit out of place, being more of a capstone or umbrella to the three essays
       
    38    rather than an intrinsic piece of the Narrativist one. More complete
       
    39    discussions about it may also be found in "The whole model - this is it"
       
    40    ([12]http://www.indie-rpgs.com/viewtopic.php?t=8655).
       
    41 
       
    42 History of the term
       
    43 
       
    44    The Threefold Model for role-playing included the term Dramatism, as
       
    45    presented by John Kim at his Threefold Model
       
    46    ([13]http://www.darkshire.net/~jhkim/rpg/theory/) webpage. When I learned
       
    47    about the Threefold, I'd already been thinking about stuff I'd later call
       
    48    Currency and also about Jonathan Tweet's discussion of resolution
       
    49    presented in Everway. The basic notion of the Threefold impressed me: it
       
    50    was time to talk about goals and priorities independently of everything
       
    51    else, then to see whether everything else flowed to and from them. This
       
    52    was at the time that Sorcerer was making its small way into commerce, so
       
    53    the mailing list was the place for our first discussions; most of them are
       
    54    archived at the Sorcerer website ([14]http://www.sorcerer-rpg.com).
       
    55 
       
    56    At this point, since "Drama" as a resolution category in Tweet's schema
       
    57    and "Dramatism" as a goals-category in the Threefold referred to two
       
    58    different things, I decided that the names were confusing. Going by which
       
    59    set of ideas was first presented (Tweet's), I changed Dramatism to
       
    60    Narrativism. This terminological change was limited to discussions on the
       
    61    Sorcerer mailing list and later at the Gaming Outpost.
       
    62 
       
    63    However, our use of the terms and ideas on the Sorcerer mailing list took
       
    64    on its own character almost immediately, such that in my first essay
       
    65    "System Does Matter" ([15]http://www.indie-rpgs.com/articles/11/), "story"
       
    66    was already its own distinct, process-oriented term.
       
    67 
       
    68    The biggest change in my thinking about role-playing is represented in the
       
    69    essay "GNS and other matters of role-playing theory"
       
    70    ([16]http://www.indie-rpgs.com/articles/1/), in which the concept of
       
    71    Exploration becomes the underlying foundation for the three modes or goals
       
    72    of play. This new picture was startling: (1) potential story elements were
       
    73    now considered present for all three modes play, and (2)Narrativism now
       
    74    appeared to be a mirror image or twin sibling of Gamism, counter to older
       
    75    impressions shared by me and anyone else who ever wrote about role-playing
       
    76    that Gamism was the odd man out.
       
    77 
       
    78    I've tried to emphasize this new outlook throughout these three supportive
       
    79    essays. Whereas I think most people think of Gamism with (or synonymous
       
    80    with) its Hard Core variant over in one ballpark, with Simulationism
       
    81    containing an internal "story" variant in another ballpark, my concepts
       
    82    are radically different. I hope to make this picture, and its
       
    83    implications, entirely clear in this essay.
       
    84 
       
    85 The foundation: Exploration and more
       
    86 
       
    87    Here's the big ol' model for role-playing that the previous two essays
       
    88    sort of fumbled at. Notice that "rules" are absent; I now consider "rules"
       
    89    simply to mean text, which may be about anything you find in the model.
       
    90    The brackets are very important: if B relates to A as [A[B]], then B is
       
    91    considered a part, application, version, or expression of A.
       
    92 
       
    93    [Social Contract]. Social Contract encompasses everything else about
       
    94    role-playing. If these people happen to be role-playing together, then
       
    95    Social Contract crucially includes "Let's play this game." This crucial
       
    96    element is what's further subdivided throughout the rest of this model.
       
    97 
       
    98    [Social Contract [Exploration]]. Exploration means "shared imaginings."
       
    99    The sharing has to be explicit and agreed upon, usually through the spoken
       
   100    word although any form of communication counts. The imaginings have to be
       
   101    the subject that is shared, which is why me reading aloud to my wife does
       
   102    not constitute Exploration. We are independently imagining based on the
       
   103    spoken word, but neither she nor I is telling the other what we imagine
       
   104    from that point. Exploration means that such communication is occurring.
       
   105 
       
   106    The five elements of Exploration are interdependent: Character + Setting
       
   107    make Situation, System permits Situation to "move," and Color affects all
       
   108    the others. This concept applies only to the imaginary causes among the
       
   109    elements; the real people's actual priority or cause among these things,
       
   110    in social and creative terms, varies widely. See my essay "GNS and other
       
   111    matters of role-playing theory"
       
   112    ([17]http://www.indie-rpgs.com/articles/1/) for more about these elements.
       
   113 
       
   114    [Social Contract [Exploration [Creative Agenda]]]. Creative Agenda is the
       
   115    blanket term for people's demonstrated goals and desired feedback during
       
   116    play. In the past, I called it "GNS." Since all of this is enclosed in
       
   117    Social Contract, GNS-stuff is not only "what I want" but also "what I want
       
   118    from role-playing with this group of people." Since Exploration
       
   119    necessarily includes System, that means, as soon as we start talking about
       
   120    Creative Agenda, real play has begun.
       
   121 
       
   122    On paper, I draw this term as an arrow, because this "step" or "level" in
       
   123    my model shifts out of the abstract and solidly into this group, playing
       
   124    this game, this way, at this time. The model instantly ceases to be a
       
   125    broad overview and becomes a diagnostic or description of a real
       
   126    play-experience among real people. Unless you are thinking of such a case,
       
   127    you will be left flailing at this point in the discussion.
       
   128 
       
   129    [Social Contract [Exploration [Creative Agenda --> [Techniques]]]]. The
       
   130    panoply of Techniques being employed over time either satisfy or fail to
       
   131    satisfy one or more Creative Agendas. Techniques include IIEE,
       
   132    Drama/Karma/Fortune, search time & handling time, narration apportioning,
       
   133    reward system, points of contact, character components, scene framing,
       
   134    currency among the character components, and much more. Each of these
       
   135    terms represents a range of potential play-methods. I consider the two
       
   136    most important Techniques to be reward system and IIEE (see glossary).
       
   137 
       
   138    Techniques may be thought of as directly expressing the more abstract
       
   139    concept of System (way up in Exploration), except that System doesn't
       
   140    exist all by itself - it's fully integrated with the other components of
       
   141    Exploration. But if you keep that in mind, then yes, the arrow represented
       
   142    by Creative Agenda can indeed be "shot" from the bow of System.
       
   143 
       
   144    Techniques do not map 1:1 to Creative Agenda, but combinations of
       
   145    Techniques do support or obstruct Creative Agendas.
       
   146 
       
   147    [Social Contract [Exploration [Creative Agenda --> [Techniques
       
   148    [Ephemera]]]]]. Ephemera refers to the smallest-scale interactions and
       
   149    activities of role-playing: anything that gets factored into or is
       
   150    expressed by play in the space of a few seconds. As with every level/box
       
   151    so far, fairly extensive combinations of Ephemera express or apply to one
       
   152    or more Techniques. They are the internal anatomy, if you will, of
       
   153    Techniques and hence (conceptualizing upward) of System.
       
   154 
       
   155    Ephemera include individual Stances, in-character vs. out-of-character
       
   156    diction and dialogue, referring to texts, sound effects, taking or
       
   157    referring to notes, kibitzing, laughing, praise or disapproval, showing
       
   158    pictures, and anything similar.
       
   159 
       
   160    Understanding any Creative Agenda, in this case Narrativism, means
       
   161    examining its potential roles and expressions in the whole model.
       
   162    Narrativism's little code phrase for that purpose is "Story Now."
       
   163 
       
   164   Story
       
   165 
       
   166    Long ago, I concluded that "story" as a role-playing term was standing in
       
   167    for several different processes and goals, some of which were
       
   168    incompatible. Here's the terms-breakdown I'll be using from now on.
       
   169 
       
   170    All role-playing necessarily produces a sequence of imaginary events. Go
       
   171    ahead and role-play, and write down what happened to the characters, where
       
   172    they went, and what they did. I'll call that event-summary the
       
   173    "transcript." But some transcripts have, as Pooh might put it, a "little
       
   174    something," specifically a theme: a judgmental point, perceivable as a
       
   175    certain charge they generate for the listener or reader. If a transcript
       
   176    has one (or rather, if it does that), I'll call it a story.
       
   177 
       
   178    Let's say that the following transcript, which also happens to be a story,
       
   179    arose from one or more sessions of role-playing.
       
   180 
       
   181    Lord Gyrax rules over a realm in which a big dragon has begun to ravage
       
   182    the countryside. The lord prepares himself to deal with it, perhaps trying
       
   183    to settle some internal strife among his followers or allies. He also
       
   184    meets this beautiful, mysterious woman named Javenne who aids him at
       
   185    times, and they develop a romance. Then he learns that she and the dragon
       
   186    are one and the same, as she's been cursed to become a dragon periodically
       
   187    in a kind of Ladyhawke situation, and he must decide whether to kill her.
       
   188    Meanwhile, she struggles to control the curse, using her dragon-powers to
       
   189    quell an uprising in the realm led by a traitorous ally. Eventually he
       
   190    goes to the Underworld instead and confronts the god who cursed her, and
       
   191    trades his youth to the god to lift the curse. He returns, and the curse
       
   192    is detached from her, but still rampaging around as a dragon. So they slay
       
   193    the dragon together, and return as a couple, still united although he's
       
   194    now all old, to his home.
       
   195 
       
   196    The real question: after reading the transcript and recognizing it as a
       
   197    story, what can be said about the Creative Agenda that was involved during
       
   198    the role-playing? The answer is, absolutely nothing. We don't know whether
       
   199    people played it Gamist, Simulationist, or Narrativist, or any combination
       
   200    of the three. A story can be produced through any Creative Agenda. The
       
   201    mere presence of story as the product of role-playing is not a GNS-based
       
   202    issue.
       
   203 
       
   204 Story Now
       
   205 
       
   206    Story Now requires that at least one engaging issue or problematic feature
       
   207    of human existence be addressed in the process of role-playing. "Address"
       
   208    means:
       
   209 
       
   210      * Establishing the issue's Explorative expressions in the game-world,
       
   211        "fixing" them into imaginary place.
       
   212 
       
   213      * Developing the issue as a source of continued conflict, perhaps
       
   214        changing any number of things about it, such as which side is being
       
   215        taken by a given character, or providing more depth to why the
       
   216        antagonistic side of the issue exists at all.
       
   217 
       
   218      * Resolving the issue through the decisions of the players of the
       
   219        protagonists, as well as various features and constraints of the
       
   220        circumstances.
       
   221 
       
   222    Can it really be that easy? Yes, Narrativism is that easy. The Now refers
       
   223    to the people, during actual play, focusing their imagination to create
       
   224    those emotional moments of decision-making and action, and paying
       
   225    attention to one another as they do it. To do that, they relate to "the
       
   226    story" very much as authors do for novels, as playwrights do for plays,
       
   227    and screenwriters do for film at the creative moment or moments. Think of
       
   228    the Now as meaning, "in the moment," or "engaged in doing it," in terms of
       
   229    input and emotional feedback among one another. The Now also means "get to
       
   230    it," in which "it" refers to any Explorative element or combination of
       
   231    elements that increases the enjoyment of that issue I'm talking about.
       
   232 
       
   233    There cannot be any "the story" during Narrativist play, because to have
       
   234    such a thing (fixed plot or pre-agreed theme) is to remove the whole
       
   235    point: the creative moments of addressing the issue(s). Story Now has a
       
   236    great deal in common with Step On Up, particularly in the social
       
   237    expectation to contribute, but in this case the real people's attention is
       
   238    directed toward one another's insights toward the issue, rather than
       
   239    toward strategy and guts.
       
   240 
       
   241 Say it yourself
       
   242 
       
   243    I receive a lot of emails like this one from Landon Darkwood:
       
   244 
       
   245    I think I may have had a revelation.
       
   246 
       
   247    ... In your Simulationism essay, you have this: "'Story,' in this context,
       
   248    refers to the sequence of events that provide a payoff in terms of
       
   249    recognizing and enjoying the genre during play."
       
   250 
       
   251    Is this the key to distinguishing the [Narrativist vs. Simulationist] play
       
   252    modes? My intepretation of this statement is that in Simulationist gaming,
       
   253    a long and complex story might come about and be part of play, but only
       
   254    for the express purpose of bringing about all the appropriate genre
       
   255    elements in the game as part of the internal consistency of the Dream.
       
   256    i.e., a Sim game Colored with elements from Chinese wuxia movies might
       
   257    have a multilayered story involving class conflict, people being trapped
       
   258    by their social position, repressed romance, heavy action, a sorcerer and
       
   259    his eunuch henchmen - but these are all trappings of the genre. So, their
       
   260    inclusion in the game, part and parcel as they are to the Dream, isn't
       
   261    Narrativist because no one is creating a theme that isn't already there.
       
   262    In other words, it's just played out as the Situation part of the
       
   263    Exploration; because the Dream calls for it, there just so happens to be a
       
   264    kind of intricacy involved.
       
   265 
       
   266    In Narrativism, by contrast, the major source of themes are the ones that
       
   267    are brought to the table by the players / GM (if there is one) regardless
       
   268    of the genre or setting used. So, to sum up, themes in Nar play are
       
   269    created by the participants and that's the point; themes in Sim play are
       
   270    already present in the Dream, reinforced by the play, and kind of a
       
   271    by-product.
       
   272 
       
   273    Am I on this now?
       
   274 
       
   275    "In a word," I replied, "Yes."
       
   276 
       
   277    Narrativism has a single definition, but it's difficult to articulate for
       
   278    people grappling with muddled RPG terminology. As far as I was concerned,
       
   279    not only had I presented what Landon said in "GNS and other matters of
       
   280    role-playing theory" ([18]http://www.indie-rpgs.com/articles/1/), I'd
       
   281    repeated it dozens of times in forum discussions. In fact, I'd said it in
       
   282    the message to Landon that immediately preceded this reply. But he had to
       
   283    say it himself, with his own use of words like "just" and "genre." I am
       
   284    now convinced, after many such exchanges, that an "experienced"
       
   285    role-player comes to this conclusion only by working it out in his or her
       
   286    own terms and examples.
       
   287 
       
   288   Premise
       
   289 
       
   290    How is this done, actually, in play? It relies on the concept of something
       
   291    called Premise and its relationship to an emergent theme.
       
   292 
       
   293    I already snuck Premise past you: it's that "problematic issue" I
       
   294    mentioned. I've taken the term from The Art of Dramatic Writing by Lajos
       
   295    Egri. In reading what follows, bear in mind that he is discussing the
       
   296    process of writing, not an existing playscript or a performance:
       
   297 
       
   298    ... every good premise is composed of three parts, each of which is
       
   299    essential to a good play. Let us examine "frugality equals waste." The
       
   300    first part of this premise suggest character - a frugal character. The
       
   301    second part, "leads to," suggests conflict, and the third part, "waste,"
       
   302    suggests the end of the play. ...
       
   303 
       
   304    A good premise is a thumbnail synopsis of your play. [examples follow,
       
   305    including "Egotism leads to loss of friends." - RE]
       
   306 
       
   307    ... What is wrong, then? What is missing?
       
   308 
       
   309    The author's conviction is missing. Until he takes sides, there is no
       
   310    play. Does egotism lead to loss of friends? Which side will you take? We,
       
   311    the readers or spectators of your play, do not necessarily agree with your
       
   312    convictions. Through your play you must therefore prove to us the validity
       
   313    of your contention.
       
   314 
       
   315    A protagonist is not "some guy," but rather "the guy who thinks THIS, and
       
   316    does something accordingly when he encounters adversity." Stories are not
       
   317    created by running some kind of linear-cause program, but rather are
       
   318    brutally judgmental statements upon the THIS, as an idea or a way of
       
   319    being. That judgment is enacted or exemplified in the resolution of the
       
   320    conflict, and a conviction that is proved to us (as Egri says),constitutes
       
   321    theme. Even if we (the audience) disagree with it, we at least must have
       
   322    been moved to do so at an emotional level.
       
   323 
       
   324    I think that any reliable means of story-writing, in any medium, conforms
       
   325    to Egri's principles. They may seem simplistic: the burning passion of the
       
   326    protagonist directly expresses a burning passion of the author's, who uses
       
   327    the plot as a polemic to demonstrate it. However, "Why Johnny shouldn't
       
   328    smoke dope" is only the starting point. More nuanced, ambiguous, and
       
   329    insightful applications arise insofar as more nuanced, ambiguous, and
       
   330    insightful authors and audiences are involved.
       
   331 
       
   332    I said earlier that any role-playing can produce a story, and that's so.
       
   333    But Narrativist role-playing is defined by the people involved placing
       
   334    their direct creative attention toward Premise and toward birthing its
       
   335    child, theme. It sounds simple, and in many ways it is. The real variable
       
   336    is the emotional connection that everyone at the table makes when a
       
   337    player-character does something. If that emotional connection is
       
   338    identifiable as a Premise, and if that connection is nurtured and
       
   339    developed through the real-people interactions, then Narrativist play is
       
   340    under way. Some nuances:
       
   341 
       
   342      * "Character does something" can mean foreshadowing, flashback, and
       
   343        anything in between. It can mean the character is just thinkin' about
       
   344        it, or it can mean the character flat-out does it. As long as the
       
   345        fictional character is brought into the perceptions and possible
       
   346        emotional responses of the other people at the table, then it counts.
       
   347 
       
   348      * It doesn't matter whether the character fictionally "meant" to do the
       
   349        action, premeditated it, or acted on-the-spot.
       
   350 
       
   351      * In stories (unlike real life), the character's immediate environment
       
   352        is kind of a weird sidekick, who sometimes acts in the character's
       
   353        favor and sometimes against him or her. "Character does something"
       
   354        often includes this sidekick's behavior.
       
   355 
       
   356      * "Identifiable" means assessing how the players treat one another
       
   357        during the process, socially.
       
   358 
       
   359    From my essay "GNS and related matters of role-playing theory"
       
   360    ([19]http://www.indie-rpgs.com/articles/1/):
       
   361 
       
   362    Narrativist Premises focus on producing Theme via events during play.
       
   363    Theme is defined as a value-judgment or point that may be inferred from
       
   364    the in-game events. My thoughts on Narrativist Premise are derived from
       
   365    the book The Art of Dramatic Writing by Lajos Egri, specifically his
       
   366    emphasis on the questions that arise from human conundrums and passions of
       
   367    all sorts.
       
   368 
       
   369      * Is the life of a friend worth the safety of a community?
       
   370 
       
   371      * Does love and marriage override one's loyalty to a political cause?
       
   372 
       
   373      * And many, many more - the full range of literature, myth, and stories
       
   374        of all sorts.
       
   375 
       
   376    Narrativist Premises vary regarding their origins: character-driven
       
   377    Premise vs. setting-driven Premise, for instance. They also vary a great
       
   378    deal in terms of unpredictable "shifts" of events during play. The key to
       
   379    Narrativist Premises is that they are moral or ethical questions that
       
   380    engage the players' interest. The "answer" to this Premise (Theme) is
       
   381    produced via play and the decisions of the participants, not by
       
   382    pre-planning.
       
   383 
       
   384      * A possible Narrativist development of the "vampire" initial Premise,
       
   385        with a strong character emphasis, might be, Is it right to sustain
       
   386        one's immortality by killing others? When might the justification
       
   387        break down?
       
   388 
       
   389      * Another, with a strong setting emphasis, might be, Vampires are
       
   390        divided between ruthlessly exploiting and lovingly nurturing living
       
   391        people, and which side are you on?
       
   392 
       
   393    I'm still saying the same thing. But now, I've returned to my earlier
       
   394    usage; it's the only meaning for the term "Premise" in my model.
       
   395 
       
   396    That bit about moral and ethical content is merely one of those
       
   397    personalized clincher-phrasings that some people find helpful. It helps to
       
   398    distinguish a Premise from "my guy fought a dragon, so that's a conflict,
       
   399    so that's a Premise" thinking. However, if these terms bug you, then say,
       
   400    "problematic human issue" instead.
       
   401 
       
   402    Egri presents his Premises as flat statements, and I state them as
       
   403    questions. Using the question form isn't changing anything about what Egri
       
   404    is saying. Premise must pose a question to the real people, creator and
       
   405    audience alike. The fictional character's belief in something like
       
   406    "Freedom is worth any price" is already an implicit question: "Is it
       
   407    really? Even when [insert Situation]?" Otherwise it will fail to engage
       
   408    anyone.
       
   409 
       
   410    Egri's statement-construction is very useful for the single author faced
       
   411    with a blank sheet of paper, with the goal at hand being a finished
       
   412    script. The audience will see the play, not the process of creation.
       
   413    However, in the role-playing medium, not only are there multiple authors,
       
   414    but the audience is also composed of these same authors, and their
       
   415    appreciation of the material occurs simultaneously with the significant
       
   416    creative decisions. Therefore, the Premise's imaginary resolution is up
       
   417    for grabs among the group in role-playing, just as it is up for grabs
       
   418    within the author's own head before the play reaches final draft. In the
       
   419    latter case, the jump to "the point" is swift and hopefully certain; in
       
   420    the former case, the new medium, it is anything but. I phrase it as a
       
   421    question for role-playing, to indicate that everyone involved has his or
       
   422    her fair crack at it as one of the authors.
       
   423 
       
   424    From Robin Laws' essay "The Literary Edge," published in Over the Edge
       
   425    (Atlas Games, 1992):
       
   426 
       
   427    OTE is, among other things, an attempt to further the development of
       
   428    role-playing as art. GMs will find it fruitful to approach decisions as an
       
   429    artist creating a collaborative work with players. The idea of
       
   430    collaboration is important: the GM is not a "storyteller" with the players
       
   431    as audience, but merely a "first among equals" given responsibility for
       
   432    the smooth progress of the developing story.
       
   433 
       
   434    ... The GM is not a movie director, able to order actors to interpret a
       
   435    script a given way. Instead, he should be seeking ways to challenge PCs,
       
   436    to use plot development to highlight aspects of their character, in hopes
       
   437    of being challenged in return.
       
   438 
       
   439    ... For years, role-players have been simulating fictional narratives the
       
   440    way wargamers recreate historical military engagements. They've been
       
   441    making spontaneous, democratized art for their own consumption, even if
       
   442    they haven't seen it in those terms. Making the artistry conscious is a
       
   443    liberating act, making it easier to emulate the classic tales that inspire
       
   444    us. Have fun with it, and enjoy your special role in aesthetic history -
       
   445    it's not everybody who gets to be a pioneer in the development of a new
       
   446    art form.
       
   447 
       
   448    Egri's Premise, meet role-playing. Oh, I can quibble ... instead of the
       
   449    word "conscious," I prefer "mindful," and I think that "emulate the
       
   450    classic tales" is a bit simplistic, but never mind. The point is, if you
       
   451    want a Narrativist Manifesto from one of the great minds of role-playing,
       
   452    then there you go.
       
   453 
       
   454    Here's a bit more about that theme business. Think of it as the conclusive
       
   455    "uh!" that may accompany the climax and resolution of a story. It's
       
   456    uttered by the playwright as he hits a certain key or scribes a certain
       
   457    sentence, by the audience members at a certain point as they view the
       
   458    play, and by role-players in both capacities during the session, often
       
   459    simultaneously.
       
   460 
       
   461    From the discussion of themes in the chapter "The Art of Storytelling" in
       
   462    Demon's Lair: the "God" Guide (Lasalion Games, 2002):
       
   463 
       
   464    The theme is the idea that you wish to explore in the story. It brings
       
   465    unity to the story and is explored throughout the story by the actions of
       
   466    the players and the main characters. Even the obstacle or conflict that
       
   467    forms the plot usually resonates with the theme. It is the thread that
       
   468    ties everything together and usually teaches the players something.
       
   469 
       
   470    Substitute Premise for theme, and theme for the "something," and that's
       
   471    just about right. I especially like the implied causality: (1) the actions
       
   472    of the players (2) teach the players something, which becomes non-circular
       
   473    when play actually addresses Premise. Unfortunately, few other features of
       
   474    Demon's Lair, including the example which follows the above text, are
       
   475    consistent with this point, and most are wildly at odds with it.
       
   476 
       
   477    More insights about theme are available in Chris Chinn's article "The
       
   478    power of myth" in Daedalus #1, in which the word "theme" may be
       
   479    substituted for "myth" throughout.
       
   480 
       
   481   The other way: pastiche
       
   482 
       
   483    What happens when you want a story but don't want to play with Story Now?
       
   484    Then the story becomes a feature of Exploration with the process of play
       
   485    being devoted to how to make it happen as expected. The participation of
       
   486    more than one person in the process is usually a matter of providing
       
   487    improvisational additions to be filtered through the primary
       
   488    story-person's judgment, or of providing extensive Color to the story.
       
   489    Under these circumstances, the typical result is pastiche: a story which
       
   490    recapitulates an already-existing story's theme, with many explicit
       
   491    references to that story.
       
   492 
       
   493    Is pastiche necessarily bad and evil? No. Is non-pastiche necessarily
       
   494    incredibly good? No.
       
   495 
       
   496    Here's a little dialogue between me and one of the first-draft readers of
       
   497    this essay:
       
   498 
       
   499    Jesse: Now we come to a point of personal confusion. Pastiche. I still
       
   500    don't get it, in any medium. If the Situation involves "...class conflict,
       
   501    people being trapped by their social position, repressed romance..." and
       
   502    the GM lets the players resolve it anyway they like, then how is that not
       
   503    Narrativist?
       
   504 
       
   505    Me: It is Narrativist. What you're describing is not pastiche, or more
       
   506    clearly, it typically does not produce pastiche. The key is the "resolve
       
   507    it any way they like" part.
       
   508 
       
   509    Jesse: Similarly if I'm writing a story and I make a check-list of items I
       
   510    feel like I "need" to include to tell the "kind of" story I want to tell,
       
   511    and I have a character experience and resolve those things, then how have
       
   512    I not written a new story?
       
   513 
       
   514    Me: You have. What you're missing is that pastiche does not do this at all
       
   515    - instead, it references existing works in order to re-invoke what they,
       
   516    originally, provided for the reader/viewer, rather than doing it on its
       
   517    own. Die Hard is an outstanding movie. Passenger 57 stinks on ice. Why?
       
   518    Because Passenger 57 is only enjoyable if it reminds you, successfully, of
       
   519    Die Hard. Same goes for Broken Arrow, Con Air, and a slew of similar
       
   520    films. [Disclosure: I do enjoy many of these films, on the basis of the
       
   521    "reminder" alone. - RE]
       
   522 
       
   523    And it's not a matter of "who does it first." Die Hard works because it
       
   524    nails its Premise, with the explosions and one-liners all being supportive
       
   525    of that goal. The other movies fail to provide Premise of their own,
       
   526    merely using the explosions and one-liners to remind you of Die Hard, and
       
   527    by (putative) extension, tapping into Die Hard's Premise through
       
   528    association alone.
       
   529 
       
   530    Jesse: I guess I'm having trouble resolving a couple of things. Either I
       
   531    can't imagine the items listed above being included in the absence of
       
   532    Premise or I'm too stuck on the idea that there's nothing new under the
       
   533    sun. I mean how many romantic comedies are written off the premise, "true
       
   534    love can only be found by putting aside petty differences." Are you saying
       
   535    that 90% of romantic comedies are just pastiche? And if you are saying
       
   536    that, then aren't you putting kind of a tall order up if for something to
       
   537    be Narrativist it has to say something totally unique that no one has ever
       
   538    said before?
       
   539 
       
   540    Huh, I just noticed that I did shift focus from repetition of elements
       
   541    that express a Premise to repetition of Premise itself, so maybe that has
       
   542    something to do with my confusion.
       
   543 
       
   544    Me: Yes, it does. With any luck my text above has helped. It's not the
       
   545    "new-ness" of the Premise or theme, it's its presence and power in the
       
   546    particular story. Pastiche has no such presence or power, just reminders
       
   547    of them in other stories through common motifs. Many romantic comedies are
       
   548    indeed pastiche (some of them quite clever), but a certain number of them
       
   549    are not - and whether they say the same thing as, say, Gentlemen Prefer
       
   550    Blondes or The Devil and Miss Jones is irrelevant. The point is whether
       
   551    they as self-contained stories actually do say it, or anything at all.
       
   552 
       
   553    Jesse: I'm just still a little confused between Narrativism and
       
   554    Simulationism where the Situation has a lot of ethical/moral problems
       
   555    embedded in it and the GM uses no Force techniques to produce a specific
       
   556    outcome. I don't understand how Premise-expressing elements can be
       
   557    included and players not be considered addressing a Premise when they
       
   558    can't resolve the Situation without doing so.
       
   559 
       
   560    Me: There is no such Simulationism. You're confused between Narrativism
       
   561    and Narrativism, looking for a difference when there isn't any.
       
   562 
       
   563    My final point for this issue is that creating pastiche is primarily a
       
   564    form of fandom, pure homage to an existing body of work. Most High Concept
       
   565    Simulationist play gravitates toward it, and some game texts are
       
   566    explicitly about nothing else.
       
   567 
       
   568 Issues on the table
       
   569 
       
   570    I submit that playing in the Narrativist mode is just as intuitive and
       
   571    instantly understood by most people as Gamist play. Not everyone agrees.
       
   572 
       
   573   Two sources of resistance and confusion
       
   574 
       
   575    The most difficult aspect of writing this essay is the presence of two
       
   576    distinct problematic audiences, neither of which I realized existed when I
       
   577    first wrote System Does Matter ([20]http://www.indie-rpgs.com/articles/1).
       
   578    - Role-players who greatly value the story quality of their transcripts,
       
   579    but don't play Narrativist to make them. It's often painful for them to
       
   580    be, as they see it, relegated to Simulationist play (usually Exploration
       
   581    of Situation). "We create stories too, dammit!" - Role-players who play
       
   582    Narrativist already, but who think what I'm describing must be harder or
       
   583    more abstract than it is. Since they can identify Exploration of Character
       
   584    and Situation in their play preferences, they think they must be playing
       
   585    Simulationist. "That's Narrativist? But we do that, using a plain old
       
   586    well-known role-playing game - it can't be Narrativist!"
       
   587 
       
   588    The first problem these audiences pose for me is that any point, example,
       
   589    or clarification I make that's specific to one of them is automatically
       
   590    misleading for the other.
       
   591 
       
   592    The second problem is that, when I say Not Narrativist to the first, and
       
   593    when the second mistakenly says Not Narrativist to me, then Narrativism as
       
   594    a label gets misconstrued as "how Ron himself plays."
       
   595 
       
   596    I can't afford giving special consideration to these outlooks in this
       
   597    essay. Otherwise I'd have to write three separate essays, two of them
       
   598    piece-by-piece dismantling the respective bugaboos, and one "everyone else
       
   599    essay." I've decided to reserve the customized discussions for the on-line
       
   600    forums.
       
   601 
       
   602   What it ain't
       
   603 
       
   604    The following misunderstandings only arise from exposure to the
       
   605    role-playing subculture, as distinct from the activity. I'll have more to
       
   606    say about that later in the essay.
       
   607 
       
   608     1. The so-called Storyteller rules-set is not especially, nor even
       
   609        partly, facilitative toward Narrativist play. Furthermore, I have
       
   610        observed only a decided minority of White Wolf play that can be called
       
   611        Narrativist, usually involving considerable rules-Drift.
       
   612 
       
   613    2 (related). Adhering to published metaplot which is intended to surprise
       
   614    and involve players in tandem with their characters, or any similar
       
   615    one-hand-on-rudder for the crucial story decisions, will not facilitate
       
   616    Narrativist play.
       
   617 
       
   618     1. The number of textual rules involved, as well as how much the rules
       
   619        must be consulted during play, are irrelevant. "Narrativist? Must be
       
   620        rules-light!" is just one of those little humps to get over.
       
   621 
       
   622     2. Focusing on single Techniques to define Narrativism will not yield
       
   623        understanding. For instance, Drama resolution is not in and of itself
       
   624        Narrativist. Nor are the common use of improvisation, trading of
       
   625        narration, and overt Director stance, in and of themselves,
       
   626        Narrativist play.
       
   627 
       
   628     3. Issues of "consciousness" in terms of Premise are collectively a
       
   629        complete red herring. People daily address Premise without
       
   630        self-reflecting, both as audience and authors. There's no special need
       
   631        to say to one another, "This is the Premise" in order to be playing
       
   632        Narrativist. Laws' term "conscious" and my "mindful" only refer to the
       
   633        attention to and social reinforcement of the process - not to
       
   634        self-analytical or abstract discussion about the content.
       
   635 
       
   636     4. Narrativist play doesn't force a "separation" from the imaginative
       
   637        commitment to the role-playing. As the whole medium of Creative Agenda
       
   638        is Exploration, you don't have to diminish Exploration at all during
       
   639        Narrativist play. It is instead focused and heightened as the
       
   640        mechanism for addressing Premise.
       
   641 
       
   642     5. Depth and profundity of the Premise and/or theme are false variables.
       
   643        The key issue is whether participants care enough to produce a point,
       
   644        not whether the point is deep.
       
   645 
       
   646 Fundamental Techniques
       
   647 
       
   648   People's creative roles: what you do
       
   649 
       
   650    Narrativist play makes special use of the general role-playing principle
       
   651    that the participants are simultaneously authors and audience. The common
       
   652    metaphor of improvisational jazz applies quite well, better than any other
       
   653    medium-comparison. "Entertainment," in role-playing in general and in
       
   654    Narrativist play especially, does not flow from playwright to script to
       
   655    production team to audience. Instead, the shared-imagining act = the
       
   656    shared-performance act = the entertainment = the audience feedback.
       
   657 
       
   658    Role-playing texts are consistently very confusing about how conflicts and
       
   659    resolutions are established in play, especially in games whose mechanics
       
   660    and some features of their instructions suggest Narrativist play. "Prep
       
   661    and plan carefully! But story never goes as planned, so be ready to change
       
   662    and improvise!" What's that supposed to mean, from a Narrativist
       
   663    perspective?
       
   664 
       
   665    I grappled with this in my own work - from the chapter "Fantastic
       
   666    Adventure" in Sorcerer & Sword (Adept Press, 2001, author is Ron Edwards):
       
   667 
       
   668    The doctrine for Sorcerer & Sword relies ... on the following idea: -
       
   669    Playing this game, for all concerned, means creating stories about one or
       
   670    more heroic protagonists. - The player produces the protagonist's
       
   671    decisions and thus directly creates the story. - The GM makes it possible
       
   672    for such play to occur, and therefore has great power over events in the
       
   673    game world. However, he or she does not determine the protagonists'
       
   674    actions, and must fully respond to those actions when they do occur.
       
   675 
       
   676    Therefore, the GM cannot be considered "the narrator" or "the storyteller"
       
   677    in any way, shape, or form. Such an entity exists as the outcome of the
       
   678    GM-player interface and continuing creativity. His or her arbitrative role
       
   679    in game events, as well as most of the Director power over time and space,
       
   680    do remain. But the purpose of that role is inspiring and facilitating, not
       
   681    dictating.
       
   682 
       
   683    That text is specific to Sorcerer, so it needs expanding into what the
       
   684    term "GM" means in the first place, and how the answer is subordinate to
       
   685    Creative Agenda - and in fact, is nothing more nor less than a Techniques
       
   686    question for role-playing in general.
       
   687 
       
   688    I suggest that considering "the GM" to be either (a) necessarily one
       
   689    person or (b) a specific and universally-consistent role is badly mistaken
       
   690    - we are really talking about a set of potential behaviors (roles, tasks,
       
   691    whatever) which may be independently centralized within or distributed
       
   692    across a group of people. Here are some of those GM behaviors, roles, and
       
   693    tasks: - rules-applier and interpreter, as in "referee" - in-game-world
       
   694    time manager - changer of scenes - color provider - ensurer of protagonist
       
   695    screen time - regulator of pacing (in real time) - authority over what
       
   696    information can be acted upon by which characters - authority over
       
   697    internal plausibility - "where the buck stops" in terms of establishing
       
   698    the Explorative content - social manager of who gets to speak when
       
   699 
       
   700    A given role-playing experience must have these things - there is no such
       
   701    thing as "GM-less" play. But which of these require(s) enforcing varies
       
   702    greatly, as does whether they are concentrated into a particular person,
       
   703    and as does whether that person is openly acknowledged as such. What
       
   704    matters for Narrativist play, however, isn't any specific point in the
       
   705    diversity-matrix of these variables - it's about what the person (or
       
   706    persons) currently in the GM-role is responsible for.
       
   707 
       
   708    From Maelstrom (Hubris Games, 1997, author is Christian Aldridge):
       
   709 
       
   710    Narrative Tools
       
   711 
       
   712    ... The whole premise of role-playing is the freedom the players have to
       
   713    take their characters in whatever direction they want. It is important to
       
   714    maintain this free will, and not lead the players with a heavy hand down a
       
   715    course only the narrator controls. Though the narrator may tell a good
       
   716    story, it loses the rich creative spirit of role-playing if the players
       
   717    have little say in what happens.
       
   718 
       
   719    Putting aside the synecdoche ("the whole premise," etc), two key features
       
   720    show up in this passage as well as in the whole of the Maelstrom game
       
   721    text. (1) No mention is made whatever of seeming to grant player control -
       
   722    it's real freedom he's talking about. (2) The freedom is specifically over
       
   723    what the character thinks is right and decides to do: the goal he or she
       
   724    brings into the current imaginary situation. The GM ("narrator" in this
       
   725    case) cannot wield any authority over what the characters are supposed to
       
   726    want, which therefore extends to a similar lack of authority over how any
       
   727    conflict during play is supposed to turn out.
       
   728 
       
   729    From Christopher Kubasik's Interactive Toolkit series of essays (1995,
       
   730    originally published in White Wolf Inphobia #50-53):
       
   731 
       
   732    So, what are the differences between roleplaying games and Story
       
   733    Entertainments? Let's start with roleplaying's GM (referee, Storyteller,
       
   734    or whatever). This is usually the person who works out the plot, the world
       
   735    and everything that isn't the players'. To a greater or lesser degree, she
       
   736    is above the other players in importance, depending on the group's
       
   737    temperament. In a Story Entertainment, she is just another player.
       
   738    Distinctly different, but no more and no less than any other player. The
       
   739    terms GM and referee fail to convey this spirit of equality. The term
       
   740    Storyteller suggests that the players are passive listeners of her tale.
       
   741    So here's another term for this participant - one that invokes the spirit
       
   742    of Story Entertainment - Fifth Business.
       
   743 
       
   744    Fifth Business is a term that originates from European opera companies. A
       
   745    character from Robertson Davies' novel, ... Fifth Business, describes the
       
   746    term this way:
       
   747 
       
   748    "You cannot make a plot work without another man, and he is usually a
       
   749    baritone, and he is called in the profession Fifth Business. You must have
       
   750    a Fifth Business because he is the one who knows the secret of the hero's
       
   751    birth, or comes to the assistance of the heroine when she thinks all is
       
   752    lost, or keeps the hermitess in her cell, or may even be the cause of
       
   753    someone's death, if that is part of the plot. The prima donna and the
       
   754    tenor, the contralto and the basso, get all the best music and do all the
       
   755    spectacular things, but you cannot manage the plot without the Fifth
       
   756    Business!"
       
   757 
       
   758    This certainly sounds like the GM, but it also makes it clear that he's
       
   759    part of the show, not the show itself.
       
   760 
       
   761    Let's call the players Leads. They're not players in the GM's game.
       
   762    They're participants in a story. The Fifth Business has a lot more work to
       
   763    do than do the Leads, changing costumes and shaping the story while it's
       
   764    in progress. But the Leads are equal to the Fifth Business. The Leads must
       
   765    react to the characters, incidents, and information that the Fifth
       
   766    Business offers, just as players must react to what the GM offers in a
       
   767    roleplaying game. But the Fifth Business must always be on his toes and
       
   768    react to what the Leads offer.
       
   769 
       
   770    ... The Fifth Business can't decide what the plot is going to be and then
       
   771    run the players through it like mice in a maze. The Leads determine the
       
   772    direction of the story when they create their characters ... What do the
       
   773    characters want? What are their goals? The story is about their attempt to
       
   774    gain those goals. The Fifth Business creates obstacles to those goals.
       
   775 
       
   776    [From Part 3, "Character, character, character"]
       
   777 
       
   778    As the designer of the character you shouldn't simply depend on the Fifth
       
   779    Business ... to provide you with trouble. You should look for trouble for
       
   780    your character. ...
       
   781 
       
   782    Moreover, you know best of all what kind of problems you want for your
       
   783    character. ... in a story entertainment you're not the passive passenger
       
   784    in the gamemaster's roller coaster. You are a co-creator with Fifth
       
   785    Business and the other players of a story.
       
   786 
       
   787    [From Part 4, "Running Story Entertainments"]
       
   788 
       
   789    Listen to the players, keep in mind the idea of obstacles, mix up volatile
       
   790    characters and objects, and remember you don't have to know where you're
       
   791    going. No roleplaying game ever follows the "path" of the story anyway, so
       
   792    a story entertainment just dismisses the whole notion of adventure. Rather
       
   793    than become frustrated when the characters don't do what they're supposed
       
   794    to, let them lead the story with their Characters' Goals.
       
   795 
       
   796    It all comes down to this: a "player" in a Narrativist role-playing
       
   797    context necessarily makes the thematic choices for a given
       
   798    player-character. Even if this role switches around from person to person
       
   799    (as in Universalis), it's always sacrosanct in the moment of decision.
       
   800    "GMing," then, for this sort of play, is all about facilitating another
       
   801    person's ability to do this.
       
   802 
       
   803 Protagonism
       
   804 
       
   805    In all role-playing, the player-character is the lens of the Creative
       
   806    Agenda at work. That's right, I said all role-playing.
       
   807 
       
   808      * Simulationist = the character "fits" - its setting, capabilities,
       
   809        outcomes, behavior patterns, and so on, all reinforce the Dream for
       
   810        everyone.
       
   811 
       
   812      * Gamist = the character is a direct opportunity for player-strategy.
       
   813        Its construction doesn't hamstring the player (except with agreed-upon
       
   814        handicaps) and permits him or her to Step On Up.
       
   815 
       
   816      * Narrativist = the character's predicament is how Premise is seen/felt
       
   817        in full, and what he does, and what happens is how a theme is
       
   818        realized.
       
   819 
       
   820    By definition, a character faces "relevant stress" for the Creative
       
   821    Agenda. The term used most often for that is "adversity," and it is
       
   822    required in all three modes of play. Without it, there is no Situation.
       
   823    Without Situation, there's no role-playing, just sitting around and
       
   824    diddling. You can tell when this happens: everyone stops paying attention
       
   825    to one another, and quite likely the one person talking is only paying
       
   826    attention to himself or herself. Adversity, which may come from any
       
   827    participant during play, is the key.
       
   828 
       
   829    Now we run into a conceptual tangle. In literary terms, if there's a
       
   830    story, there's one or more protagonists. Since story can arise from any
       
   831    sort of role-playing, then protagonism of the relevant character comes
       
   832    with that, part and parcel. However, "protagonism" at the Forge as
       
   833    discussed most frequently by Paul Czege, tends to focus on very specific
       
   834    processes of play: those which prompt Premise-addressing interest in a
       
   835    given character among all of the real-person participants; in other words,
       
   836    a specifically Narrativist process.
       
   837 
       
   838    That's a real terminological conundrum. I shudder at the thought of
       
   839    co-opting the term "protagonist" into anything besides the fictional
       
   840    context of a story, regardless of how it was produced. However, I also
       
   841    want to preserve Paul's point that people may establish emotional,
       
   842    relatively high-stakes connections to other people's player-characters.
       
   843    But neither are restricted to Narrativist play.
       
   844 
       
   845    Fortunately, for discussing Narrativist play by itself, the two things are
       
   846    one and the same. Which means I shall happily relegate debate about the
       
   847    term in a larger (all of role-playing) sense to the forums and neatly
       
   848    dodge it for purposes of the essay.
       
   849 
       
   850    So let's talk about Narrativist protagonism and how it's established,
       
   851    starting with the adversity. From Sorcerer (Adept Press, 2001, author is
       
   852    Ron Edwards):
       
   853 
       
   854    GET TO THE BANGS!
       
   855 
       
   856    Bangs are those moments when the characters realize they have a problem
       
   857    right now and have to get moving to deal with it. It can be as simple as a
       
   858    hellacious demon crashing through the skylight and attacking the
       
   859    characters or as subtle as the voice of the long-dead murder victim
       
   860    answering when they call the number they found in the new murder victim's
       
   861    pockets.
       
   862 
       
   863    But that needed clarifying, so from Sorcerer & Sword (Adept Press, 2001,
       
   864    author is Ron Edwards):
       
   865 
       
   866    Driving with Bangs ... how is the poor GM able to assure any happenings
       
   867    when he or she is no longer the primary author?
       
   868 
       
   869    ... It is the GM's job to present and, for lack of a better word, drive
       
   870    Bangs, in the sense of driving a nail or driving something home. In
       
   871    narrative terms, Bangs tend to come as one of the following: [list follows
       
   872    with details; to summarize: crisis to crisis, twist to twist, link to
       
   873    link, locale to locale - RE]
       
   874 
       
   875    Ultimately, all of these elements provided by the GM are the same thing: a
       
   876    means for moving from decision to decision on the part of the players.
       
   877    Bangs are always about player-character responses.
       
   878 
       
   879    This is why Bangs are not represented by many of the fight scenes or clues
       
   880    in traditional role-playing. Throwing mad hyenas at the player-characters
       
   881    is not a Bang if the only result of the fight is to wander into the next
       
   882    room. Nor is a clue a Bang at all if all it does is show where the next
       
   883    clue may be found. A real Bang gives the player options and requires his
       
   884    or her decision about how to handle it, which in turn reveals and develops
       
   885    the player-character as a hero.
       
   886 
       
   887    In Sex & Sorcery (2003), I presented some further terms to represent
       
   888    multiple-person input and some other nuances into the Bang concept: Bobs,
       
   889    Weavings, Crosses, and Openings; all are listed in the glossary following
       
   890    this essay.
       
   891 
       
   892    Aside from a lack of adversity, the other issue regarding protagonism is
       
   893    the problem of de-protagonizing, a term coined by Paul Czege.
       
   894    Deprotagonizing literally means to deprive a person of the means to
       
   895    express one of the bulleted points above (depending on the Creative Agenda
       
   896    at hand; Paul is usually discussing Narrativist play). There are dozens of
       
   897    ways to do that, and all of them are grounds for instant breaking of the
       
   898    Social Contract for that play-experience. No one accepts deprotagonization
       
   899    willingly; those bulleted points are heartfelt priorities at the very core
       
   900    of Creative Agenda. As a minor but thought-provoking point, character
       
   901    death is not deprotagonizing if it satisfies the Creative Agenda for that
       
   902    person and group.
       
   903 
       
   904    Nearly all of the dysfunctional issues described later in the essay
       
   905    concern deprotagonizing in the context of Narrativist play, which is best
       
   906    defined as Force: the final authority that any person who is not playing a
       
   907    particular player-character has over decisions and actions made by that
       
   908    player-character. This is distinct from information that the GM imparts or
       
   909    chooses not to impart to play; I'm talking about the protagonists'
       
   910    decisions and actions. In Narrativist play, using Force by definition
       
   911    disrupts the Creative Agenda.
       
   912 
       
   913    Force techniques include IIEE manipulation, fudged/ignored rolls,
       
   914    perception management, clue moving, scene framing as a form of reducing
       
   915    options, directions as to character's actions using voiced and unvoiced
       
   916    signals, modifying features of various NPCs during play, and authority
       
   917    over using textual rules. The Golden Rule of White Wolf games is, in
       
   918    application, a mandate for Force.
       
   919 
       
   920    Force Techniques often include permitting pseudo-decisions, which we can
       
   921    discuss at the Forge if necessary. Also, Force Techniques do vary in how
       
   922    flexible a scene's outcome is permitted to be. Some GMs (to use the
       
   923    classic single-GM context) might do anything up to actually picking up
       
   924    your dice for you in order for you to talk to "that guy," or he might let
       
   925    the characters miss the clue, either 'porting it to another character or
       
   926    letting its absence go ahead and affect the outcome.
       
   927 
       
   928 System - "it does matter" all over again
       
   929 
       
   930    Remember the System "bow" which shoots the Creative Agenda arrow? It must
       
   931    be an active tool. The Explorative Situation must change with verve -
       
   932    anything that introduces ebbs, flows, and unpredictable elements into the
       
   933    real-person decision-making process. That's what System does, whether it's
       
   934    composed entirely of dialogue or relies on pages and pages of probability
       
   935    charts. How does it do it? Through the combinations of Techniques being
       
   936    employed.
       
   937 
       
   938    I'll focus on one bit of System: resolution. I'll break it up into
       
   939    Techniques regarding what exactly is being resolved. For Narrativist play,
       
   940    the key is to focus on conflicts rather than tasks. A conflict statement
       
   941    is, "I'm trying to kill him," or, "I'm trying to humiliate him," whereas a
       
   942    task statement is, "I swing my sword at him." (It doesn't matter, by the
       
   943    way, how much in-game time and space are involved; conflict resolution can
       
   944    be "very small" and task resolution can be "very big." We can discuss this
       
   945    more on-line.) I submit that trying to resolve conflicts by hoping that
       
   946    the accumulated successful tasks will turn out to be about what you want,
       
   947    is an unreliable and unsatisfying way to role-play when developing
       
   948    Narrativist protagonism.
       
   949 
       
   950    How does this relate to game mechanics? I'll take the most-common example
       
   951    of Fortune systems. The big distinction I want to make is between
       
   952    Fortune-in-the-Middle and the more commonly-understood Fortune-at-the-End.
       
   953    For the record, I think both go back to the very beginning of
       
   954    role-playing; I didn't invent anything by naming them.
       
   955 
       
   956    Fortune-at-the-End: all variables, descriptions, and in-game actions are
       
   957    known, accounted for, and fixed before the Fortune system is brought into
       
   958    action. It acts as a "closer" of whatever deal was struck that called for
       
   959    resolution. A "miss" in such a system indicates, literally, a miss. The
       
   960    announced blow was attempted, which is to say, it was also perceived to
       
   961    have had a chance to hit by the character, was aimed, and was put into
       
   962    motion. It just didn't connect at the last micro-second.
       
   963 
       
   964    Fortune-in-the-Middle: the Fortune system is brought in partway through
       
   965    figuring out "what happens," to the extent that specific actions may be
       
   966    left completely unknown until after we see how they worked out. Let's say
       
   967    a character with a sword attacks some guy with a spear. The point is to
       
   968    announce the character's basic approach and intent, and then to roll. A
       
   969    missed roll in this situation tells us the goal failed. Now the group is
       
   970    open to discussing just how it happened from the beginning of the action
       
   971    being initiated. Usually, instead of the typical description that you
       
   972    "swing and miss," because the "swing" was assumed to be in action before
       
   973    the dice could be rolled at all, the narration now can be anything from
       
   974    "the guy holds you off from striking range with the spearpoint" to "your
       
   975    swing is dead-on but you slip a bit." Or it could be a plain vanilla miss
       
   976    because the guy's better than you. The point is that the narration of what
       
   977    happens "reaches back" to the initation of the action, not just the
       
   978    action's final micro-second.
       
   979 
       
   980    There's a whole spectrum of extreme connect/disconnect between conflict
       
   981    and task. At one end, the task does fail, but the goal fails too, perhaps
       
   982    with a nuance or two. The other end is much wider in interpretative scope:
       
   983    we know the character's goal (killing some guy) doesn't happen, but with
       
   984    those in place, narration takes over to provide all the events involved.
       
   985    Applying different judgments along this spectrum, for different parts of
       
   986    play, is a big deal in games like Dust Devils, Trollbabe, Sorcerer, and
       
   987    HeroQuest. In Sorcerer, failing a dice roll means failing the goal, almost
       
   988    always due to failing at the task; in Dust Devils, certain card outcomes
       
   989    dictate that you fail at the goal, but whether the task failed or
       
   990    succeeded within that context is entirely up for grabs and determined by
       
   991    that scene's designated narrator. HeroQuest and Trollbabe permit the group
       
   992    to customize between these extremes as they see fit for that scene.
       
   993 
       
   994    Fortune-in-the-Middle as the basis for resolving conflict facilitates
       
   995    Narrativist play in a number of ways.
       
   996 
       
   997      * It preserves the desired image of player-characters specific to the
       
   998        moment. Given a failed roll, they don't have to look like incompetent
       
   999        goofs; conversely, if you want your guy to suffer the effects of cruel
       
  1000        fate, or just not be good enough, you can do that too.
       
  1001 
       
  1002      * It permits tension to be managed from conflict to conflict and from
       
  1003        scene to scene. So a "roll to hit" in Scene A is the same as in Scene
       
  1004        B in terms of whether the target takes damage, but it's not the same
       
  1005        in terms of the acting character's motions, intentions, and experience
       
  1006        of the action.
       
  1007 
       
  1008      * It retains the key role of constraint on in-game events. The dice (or
       
  1009        whatever) are collaborators, acting as a springboard for what happens
       
  1010        in tandem with the real-people statements.
       
  1011 
       
  1012    Not all versions of this principle are alike. Some of them involve
       
  1013    scene-scale resolution (Story Engine), some involve narration-trading
       
  1014    (Dust Devils), some are heavily integrated with tactics (The Riddle of
       
  1015    Steel), and some of them require role-playing "bits" to justify
       
  1016    incorporating system features (The Dying Earth).
       
  1017 
       
  1018    Some Fortune-in-the-Middle applications give opportunities for tweaking
       
  1019    after the roll: usually, spending points of some kind after the dice have
       
  1020    hit the table to alter the effects. Some games have this feature and some
       
  1021    don't; Forge jargon calls such things "FitM with teeth" because such a
       
  1022    system forces the group to acknowledge that the dice do not "finish" the
       
  1023    job of resolution.
       
  1024 
       
  1025    Does Fortune-in-the-Middle define Narrativism? No, nor does it even
       
  1026    facilitate it in isolation. It's merely a strong component of many
       
  1027    Narrativist-facilitating combinations of Techniques; I've left its
       
  1028    potential integration with reward and behavioral mechanics out of this
       
  1029    discussion.
       
  1030 
       
  1031    Is there such a thing as Fortune-at-the-beginning? Playtesting so far
       
  1032    indicates that it's not very satisfying for Narrativist play; see
       
  1033    discussions at the Forge of Human Wreckage and The World the Flesh and the
       
  1034    Devil.
       
  1035 
       
  1036    Is Fortune the only resolution method for conflict resolution? The answer
       
  1037    is emphatically no. The two main alternatives are apparently Karma +
       
  1038    Resource management, which I consider to be underdeveloped at this point,
       
  1039    and highly-structured Drama, which may be investigated through Puppetland,
       
  1040    Soap, and to a lesser extent Universalis.
       
  1041 
       
  1042   The game world
       
  1043 
       
  1044    Since Exploration is best understood as a medium and tool in Narrativist
       
  1045    play, rather than a product itself, the role of "in game reality" needs
       
  1046    some review - not so much about who has authority over it (the usual
       
  1047    concern in Simulationist play), but what the heck it is. The answer is,
       
  1048    it's a medium and tool for addressing Premise, and nothing more at all.
       
  1049 
       
  1050    From Maelstrom (Hubris Games, 1994, author is Christian Aldridge):
       
  1051 
       
  1052    Literal vs. Conceptual
       
  1053 
       
  1054    A good way to run the Hubris Engine is to use "scene ideas" to convey the
       
  1055    scene, instead of literalisms. ... focus on the intent behind the scene
       
  1056    and not on how big or how far things might be. If the difficulty of the
       
  1057    task at hand (such as jumping across a chasm in a cave) is explained in
       
  1058    terms of difficulty, it doesn't matter how far across the actual chasm
       
  1059    spans. In a movie, for instance, the camera zooms or pans to emphasize the
       
  1060    danger or emotional reaction to the scene, and in so doing it manipulates
       
  1061    the real distance of a chasm to suit the mood or "feel" of the moment. It
       
  1062    is then no longer about how far across the character has to jump, but how
       
  1063    hard the feat is for the character. ... If the players enjoy the challenge
       
  1064    of figuring out how high and far someone can jump, they should be allowed
       
  1065    the pleasure of doing so - as long as it doesn't interfere with the
       
  1066    narrative flow and enjoyment of the game.
       
  1067 
       
  1068    The scene should be presented therefore in terms relative to the
       
  1069    character's abilities ... Players who want to climb onto your coffee table
       
  1070    and jump across your living room to prove that their character could jump
       
  1071    over the chasm have probably missed the whole point of the story.
       
  1072 
       
  1073    The "doesn't interfere" matches to my "prioritization." The "narrative
       
  1074    flow and enjoyment" matches to addressing Premise. The "whole point of the
       
  1075    story" and "intent behind the scene" are Premise itself, expressed in this
       
  1076    scene as a Bang. More topically, I can think of no better text to explain
       
  1077    the vast difference between playing the games RuneQuest and HeroQuest.
       
  1078 
       
  1079   Stance
       
  1080 
       
  1081    A lot of mental sweat has been shed to try to link Stances with modes and
       
  1082    goals of play. I think most of that discussion was misguided by an overly
       
  1083    1:1 approach. In my big model as currently constructed, only combinations
       
  1084    of Ephemera comprise a Technique, so we're not talking about one Stance in
       
  1085    a given moment, but the distribution of Stances through multiple character
       
  1086    actions, decisions, and scenes. And that's only one Technique, which is
       
  1087    not enough to dictate or identify Creative Agenda.
       
  1088 
       
  1089    Bearing all that in mind, Author Stance may be considered the default for
       
  1090    Narrativist play only in the sense that it needs to be in there somewhere.
       
  1091    Narrativist play doesn't have to be exclusively in this Stance, nor does
       
  1092    it even have to be employed more often than the others. The only
       
  1093    requirement is that it be present in a significant way. Narrativist play
       
  1094    is very much like Gamist play in this regard, and for the same reason: the
       
  1095    player of a given character takes social and aesthetic responsibility for
       
  1096    what that character does.
       
  1097 
       
  1098   Narration the non-issue
       
  1099 
       
  1100    Before going on, I'll take a quick break to discuss "narration," which is
       
  1101    no more and no less than saying what happens in the imaginary events. I
       
  1102    want to distinguish saying what happens (narrating) from establishing what
       
  1103    happens (currently a non-named concept), because they are often confused.
       
  1104    I'm taking the
       
  1105 
       
  1106    I'll break it down.
       
  1107 
       
  1108      * Narration is not a Drama mechanic unless it is literally the means of
       
  1109        resolution.
       
  1110 
       
  1111      * Narration is in practice shared among members of a role-playing group
       
  1112        and far less centralized than most people think.
       
  1113 
       
  1114    The only concern about narration per se is that its relationship to
       
  1115    establishing-what-happens must be clear. That entails that how things are
       
  1116    established is itself clear: is it ad-lib? is the GM where the buck stops?
       
  1117    is it traded about, organized in any way? or what? Those are good
       
  1118    questions, but once they're established, narration is a no-brainer.
       
  1119 
       
  1120    Game texts are typically astonishingly bad at explaining this issue.
       
  1121    Positive exceptions for Narrativist-leaning games include Soap, The Pool,
       
  1122    and Universalis, and other recent games like InSpectres, Otherkind, Dust
       
  1123    Devils, Trollbabe, and Donjon, which all distribute narration around the
       
  1124    group as a means of distributing who establishes what.
       
  1125 
       
  1126 Historical diversity of Narrativist play
       
  1127 
       
  1128    Narrativist play-procedures are pretty scattered in terms of actual game
       
  1129    books. I suggest that titles and texts are really just rustles in the
       
  1130    bushes, such that one has to infer the actual play that either informed
       
  1131    them or might have proceeded from them. For most of what follows, I've
       
  1132    spoken with game designers and many, many play-groups about these issues.
       
  1133 
       
  1134    I think that Narrativist play goes back to the beginning of role-playing.
       
  1135    Yes, a "non-Narrativism" shroud descended over role-playing design and
       
  1136    publishing, but I think that dates from the mid-late 1980s. In other
       
  1137    words, the "Narrativist revolution" of 2000-2003 is not an innovation, but
       
  1138    a return to a lost art.
       
  1139 
       
  1140    Looking at earlier games from a Techniques perspective, a shift to
       
  1141    Narrativist play within the larger Gamist context is apparent in some
       
  1142    Tunnels & Trolls, as discusssed in "Gamism: Step On Up". I also recommend
       
  1143    reading and playing Marvel Super Heroes, reviewing the entire Strike Force
       
  1144    text in light of the 1st and 2nd editions of Champions being used by that
       
  1145    group, reviewing the extensive documentation of Champions play presented
       
  1146    in the APA-zine The Clobberin Times', and giving Toon, Ghostbusters, and
       
  1147    James Bond a try. I am not saying "These are Narrativist games," but
       
  1148    rather, evidence supports the claim that these rules-sets supported some
       
  1149    Narrativist play back then.
       
  1150 
       
  1151    I do not think that the strong minority trend beginning in the very late
       
  1152    1980s toward Drama-heavy role-playing represented by Amber, Theatrix, and
       
  1153    The Window was especially Narrativist in application, although that mode
       
  1154    of play was probably found in some groups playing these games. This trend
       
  1155    is better understood in combination with games like Fudge and Risus, and
       
  1156    most especially in terms of the Mind's Eye Theatre approach to LARPs.
       
  1157 
       
  1158    During the early 1990s, however, a certain approach to numbers and Fortune
       
  1159    became apparent across a number of games: Prince Valiant, Over the Edge
       
  1160    (especially in light of Laws' essay), Castle Falkenstein, Everway,
       
  1161    Maelstrom/Story Engine, Zero, and The Whispering Vault. Later, similar
       
  1162    games include Sorcerer, Orkworld, and The Riddle of Steel. All of these
       
  1163    texts demonstrate an internal struggle to articulate means of addressing
       
  1164    Premise, littered with trip-ups based on assumptions of GM-power and the
       
  1165    utter lack of precedent in explaining the whole idea. Some of them slammed
       
  1166    toward Simulationist texts upon second-edition revision and via
       
  1167    supplements, probably to make it "more like an RPG."
       
  1168 
       
  1169    The internet revealed something vastly more startling: in-your-nose
       
  1170    Narrativist designs like Ghost Light, Soap, InSpectres, and The Pool, as
       
  1171    well as their Gamist cousin Elfs. These games' influence was vast at the
       
  1172    Forge, including but not limited to Dust Devils, Trollbabe, Otherkind,
       
  1173    Paladin, Violence Future, My Life with Master, and Universalis, along with
       
  1174    further Gamist cousins like Donjon. The internet also revealed active
       
  1175    play-communities that had previously been invisible to store-centered
       
  1176    commerce, including Marvel Super Heroes among others.
       
  1177 
       
  1178    Since the historical trends are so textually diffuse, I think that this
       
  1179    section will do better to focus on procedural diversity, small point by
       
  1180    small point. Each point presents a separate and independent spectrum of
       
  1181    variation. As always, game titles are used only to refer to the actual
       
  1182    play that they best seem to facilitate.
       
  1183 
       
  1184 Basic diversity of Narrativist play
       
  1185 
       
  1186   Making it up in play vs. setting it up beforehand
       
  1187 
       
  1188    A lot of people have mistakenly interpreted the word "Narrativist" for
       
  1189    "making it up as we go." Neither this nor anything like it is definitional
       
  1190    for Narrativist play, but it is indeed an important issue for role-playing
       
  1191    of any kind. So it's not a bad idea simply to ask, for a given group or
       
  1192    session, when and how is the Explorative context (setting, situation,
       
  1193    whatever) established?
       
  1194 
       
  1195      * High improvisation during play: e.g., Universalis, InSpectres, Extreme
       
  1196        Vengeance
       
  1197 
       
  1198      * Rock steady based on preparation - Orkworld, Castle Falkenstein,
       
  1199        HeroQuest, Sorcerer
       
  1200 
       
  1201      * In between - Trollbabe, The Pool, Dust Devils, My Life with Master
       
  1202 
       
  1203    Many people get unnecessarily hung up on this issue ... playing
       
  1204    Universalis is not "more Narrativist" than playing Orkworld, for instance.
       
  1205    Also, this issue is not at all correlated with centralizing vs.
       
  1206    distributing the various GM-tasks discussed previously.
       
  1207 
       
  1208   Where little Premises come from
       
  1209 
       
  1210    Given that Explorative content for Narrativist play exists to provide meat
       
  1211    for addressing a Premise, it shouldn't be surprising that differing
       
  1212    starting points for the process can be found depending on what kind of
       
  1213    details and efforts are involved in preparing for play.
       
  1214 
       
  1215    Just as in Gamist play, the big gorilla of the five Explorative elements
       
  1216    is Situation. What I'm contrasting here is which elements begin detailed
       
  1217    enough to yield Situation relatively quickly during play, as opposed to
       
  1218    which ones can be "relaxed" in terms of detail and depth at the start, to
       
  1219    be developed later.
       
  1220 
       
  1221      * Character-based Premise: Characters begin play with at least one
       
  1222        significant Premise-based decision in their backgrounds.
       
  1223 
       
  1224      * Setting-based Premise: External adversity swarms upon the characters
       
  1225        based on unavoidable, often large-scale elements of the overall
       
  1226        setting.
       
  1227 
       
  1228      * Situation-based Premise: The immediate conflict at hand is already
       
  1229        under way and rich with Premise; fill in Character goals and Setting
       
  1230        justification as needed during play.
       
  1231 
       
  1232    I suggest that it's useful to reduce the pre-play effort on the other
       
  1233    elements involved. Loading too many of them with Premise prior to play
       
  1234    yields a messy and unworkable play-situation in Narrativist terms, in
       
  1235    which characters' drives and external adversity are too full to develop
       
  1236    off of or to reinforce one another. More discussion and debate about this
       
  1237    issue may be taken up at the Forge.
       
  1238 
       
  1239    Character-based Premise is the easiest to implement, and unsurprisingly it
       
  1240    reflects Egri's ideas in full. Games whose design relies on this approach
       
  1241    include Zero, Sorcerer, Dust Devils, and The Riddle of Steel, among many
       
  1242    others. I think this form of Premise-building is probably the most common
       
  1243    form of Drifting to Narrativist play. From the "Campaigning" chapter and
       
  1244    "The Developing Campaign" section in Strike Force (Hero Games, 1988,
       
  1245    author is Aaron Allston):
       
  1246 
       
  1247    THE "CHARACTER STORY"
       
  1248 
       
  1249    One thing that each Champions GM needs to learn to do is to spot,
       
  1250    carefully nurture, and eventually play out the "Character Story."
       
  1251 
       
  1252    Each player-character has a Story above and beyond the ordinary adventures
       
  1253    encountered during the course of the campaign. This Character Story
       
  1254    usually involves the resolution of the most important desires of the
       
  1255    character.
       
  1256 
       
  1257    Phosphene - Discovery of and Acceptance by Family. Raised by a single
       
  1258    parent and knowing of no other relatives, Phos started his career cynical
       
  1259    and alone. Learning that he had a family, the enigmatic Brood, he
       
  1260    discovered that he had a tremendous need to become one of them. Eventually
       
  1261    he met all his surviving relatives and earned the affection of most of
       
  1262    them. Now married and a family man himself, his personal story is
       
  1263    resolved.
       
  1264 
       
  1265    Lorelei - Growth into Womanhood. In the course of her years of playing,
       
  1266    Lorelei grew from a 15-year-old innocent into a mature woman and team
       
  1267    leader; the most important elements of transition (other than the years
       
  1268    involved) were her romance with Commodore and her eventual rescue of and
       
  1269    reunion with her father.
       
  1270 
       
  1271    Take a look at your own character - or at all the PCs if you're the GM -
       
  1272    and try to root out the Character Story of each one. [examples follow -
       
  1273    RE] In short, try to figure out what element of the character's
       
  1274    background, relations, or psychology make him interesting but will
       
  1275    eventually make him (or his player) frustrated and unhappy if not
       
  1276    ultimately resolved. That's the Character Story.
       
  1277 
       
  1278    An interesting qualifier shows up in the final paragraph of this section:
       
  1279 
       
  1280    Of course, no campaign lasts long enough for every Character Story to be
       
  1281    discovered and exploited ...
       
  1282 
       
  1283    ... which I think is a bizarre statement, possibly related to the idea
       
  1284    (which I remember all too well) that Champions players should all
       
  1285    cooperate to preserve the group regardless of their differing goals during
       
  1286    play.
       
  1287 
       
  1288    The final section in this chapter indicates, I think the key point - which
       
  1289    is only presented parenthetically in the earlier text (above - "or his
       
  1290    player").
       
  1291 
       
  1292    LISTENING TO YOUR PLAYERS
       
  1293 
       
  1294    Always listen to your players' discussion of the ongoing adventure.
       
  1295    They'll constantly be analyzing, theorizing, and commenting on the
       
  1296    adventure. Often, their discussion will give you even better ideas than
       
  1297    those you've been implementing.
       
  1298 
       
  1299    Also, pay attention to the recurring phrase, "It might be neat if ..." The
       
  1300    player who is saying this, whether he realizes it or not, is expressing a
       
  1301    desire about a future storyline or character development. Usually it's
       
  1302    easy to accomodate him, and gives him a more personal interest in that
       
  1303    specific plotline.
       
  1304 
       
  1305    I consider this important because it acknowledges that the developing
       
  1306    Premise is best recognized by the people who play the protagonists.
       
  1307 
       
  1308    Setting-based Premise is a bit more developmental, usually involving
       
  1309    "someone else's problem" or an overriding external adversity of some kind
       
  1310    - zombie attack being perhaps the most basic example. It might actually be
       
  1311    a bit better for introducing Simulationist-by-habit players to Narrativist
       
  1312    play, as they can start with sketchy characters and grow into addressing a
       
  1313    pretty-well-defined Premise over time. From HeroQuest (Issaries Inc, 2003,
       
  1314    primary text author is Greg Stafford):
       
  1315 
       
  1316    Make Your Own Part
       
  1317 
       
  1318    All heroes are extraordinary and destined for some fame in the world of
       
  1319    Glorantha. This is guaranteed, since they are individually guided by a
       
  1320    higher power: you, the player.
       
  1321 
       
  1322    Your heroes will have the chance to be involved in the great events of the
       
  1323    Hero Wars, such as [several colorful examples - RE]. Such events are not
       
  1324    only for the super-powerful; they require the participation of your hero
       
  1325    at whatever level of power he has achieved.
       
  1326 
       
  1327    [just past halfway through the book - RE]
       
  1328 
       
  1329    Drama
       
  1330 
       
  1331    Drama in Glorantha often comes from the conflict between what is and what
       
  1332    ought to be. Living up to expectations of cult behavior, for instance, is
       
  1333    meant to be difficult and limiting. After all, religious requirements are
       
  1334    not human ideals. [Wow! Talk about an Egri Premise! - RE] The intensity of
       
  1335    the plot comes from the hero trying to fulfil these expectations while
       
  1336    living with the everyday temptations and complications of life: a cow is
       
  1337    missing, some of your clan died in a raid, your children are ominously
       
  1338    ill, or neighbors are poaching the hunting lands. Add to this the
       
  1339    imperative of the Hero Wars, where some things will happen no matter what
       
  1340    the heroes do, and the heroes have to make difficult choices about what to
       
  1341    do and who [sic] to aid.
       
  1342 
       
  1343    [and near the end - RE]
       
  1344 
       
  1345    Politics, Always Politics
       
  1346 
       
  1347    Glorantha may be a world of magic and myth, but there are some human
       
  1348    constants that remain, not the least of which is politics. [examples
       
  1349    follow of politics both as rivalries and means to social authority and
       
  1350    respect - RE]
       
  1351 
       
  1352    The Hero Wars are breaking upon Glorantha. On the one hand, they are
       
  1353    throwing old alliances into question, tearing established communities
       
  1354    apart, and raising new dilemmas for leaders and led alike. But they are
       
  1355    also creating new and unexpected communities, as rivals are forced into
       
  1356    partnership by new threats or novel opportunities.
       
  1357 
       
  1358    I don't think I've ever seen a more challenging Premise in a role-playing
       
  1359    text than "religious requirements are not human ideals." That is HeroQuest
       
  1360    in a nutshell, and there is no avoiding it during play. A character may
       
  1361    begin as just another goat-herder, but he isn't going to stay that way.
       
  1362    Other games with similar origins of Premise include Castle Falkenstein and
       
  1363    My Life with Master, in which the Master is, for all intents and purposes,
       
  1364    the setting.
       
  1365 
       
  1366    Situation-based Premise is perhaps the easiest to manage as GM, as
       
  1367    player-characters are well-defined and shallow, and the setting is vague
       
  1368    although potentially quite colorful. The Premise has little to do with
       
  1369    either in the long-term; it's localized to a given moment of conflict.
       
  1370    Play often proceeds from one small-scale conflict to another,
       
  1371    episodically. Good examples of games based on this idea include Prince
       
  1372    Valiant, The Dying Earth, and InSpectres. From The Dying Earth (2001,
       
  1373    Pelgrane Press, authors are Robin Laws, John Snead, and Peter Freeman):
       
  1374 
       
  1375    Many Dying Earth stories revolve around a closed community, which may be
       
  1376    either a small settlement or an isolated workplace. In its isolation, it
       
  1377    has developed its own highly-structured, sometimes legalistic, always
       
  1378    peculiar rules. Without outside influence, and with the stout enforcement
       
  1379    of its codes, the group has survived for a long time. When the protagonist
       
  1380    arrives, the locals try to enforce the rules on him, assimilating him into
       
  1381    their bizarre system. Instead, the hero ... takes action which utterly
       
  1382    disrupts the delicately-balanced harmony of the community. ... the
       
  1383    community, the basis of its rules destroyed, collapses.
       
  1384 
       
  1385    [now for play]
       
  1386 
       
  1387    When creating an adventure, dream up a bizarre rule or activity on which a
       
  1388    community's existence depends. Figure out at least one way in which the
       
  1389    PCs could wreak havoc on the community by disrupting the activity or
       
  1390    subverting the rule.
       
  1391 
       
  1392    Then create a reason for the PCs to do so ... [actually, the entire
       
  1393    character creation process for this game takes care of this detail - RE]
       
  1394 
       
  1395    The point is that the Situation doesn't have any particular role or
       
  1396    importance to the Setting, either in terms of where it comes from or what
       
  1397    happens later. The setting can be quite vague and might even just be a
       
  1398    gray haze that characters are presumed to have travelled through in order
       
  1399    to have encountered this new Situation.
       
  1400 
       
  1401    This type of Premise does carry some risks: (1) the possibility of a
       
  1402    certain repetition from event to event, but probably nothing that you
       
  1403    wouldn't find in other situation-first narrative media, which is to say
       
  1404    serial fiction of any kind; (2) the heightened possibility of producing
       
  1405    pastiche; and (3) the heightened possibility of shifting to Gamist play.
       
  1406 
       
  1407 Deep diversity
       
  1408 
       
  1409   Who gets the GM jobs
       
  1410 
       
  1411    Earlier, I listed some of the various roles and tasks usually associated
       
  1412    with the term "GM." As I said, the question is not whether there is a GM
       
  1413    (there is always one or more for any scene during play), but rather how
       
  1414    the GMing tasks are distributed. The potential range of diversity is
       
  1415    staggering. The most important variables include: - Which of these roles
       
  1416    are most important to be formalized for this game - Whether the roles are
       
  1417    centralized in one person - The concept of "the buck" - in the event that
       
  1418    different people suggest different things, who says what goes
       
  1419 
       
  1420    In the interest of space and keeping the complexity of these sections
       
  1421    limited, I'll only provide examples for the centralization-issue. -
       
  1422    Centralized: The Riddle of Steel, Sorcerer, Orkworld, Castle Falkenstein,
       
  1423    HeroQuest, The Dying Earth - Widely distributed: Universalis, Soap - In
       
  1424    between: Trollbabe, The Pool, InSpectres, Dust Devils, Violence Future
       
  1425 
       
  1426   Story structure
       
  1427 
       
  1428    Classically, a story has the following structure: (a) introduce character
       
  1429    and situation, (b) introduce conflict, (c) rising conflict, (d) climax,
       
  1430    and (e) resolution, of which (a, b, d) are the key pieces. Most stories
       
  1431    indeed follow this model regardless of their chronological presentation,
       
  1432    point-of-view, or any other details. There's usually no particular worry
       
  1433    that Narrativist play will fail to produce a story (of whatever quality),
       
  1434    without any overt effort to force it. However, it is also at least
       
  1435    possible for overall story structure to be part of System.
       
  1436 
       
  1437    Sorcerer presented the Kicker Technique, which is to say, a
       
  1438    player-authored Bang included in character creation, giving the GM
       
  1439    responsibility to make it central to play. It may be considered the
       
  1440    precise opposite of the "character hook" concept presented in many
       
  1441    adventure scenarios and role-playing games.
       
  1442 
       
  1443    Some recent games feature the Endgame concept: a status for a character
       
  1444    (and sometimes all characters) that signals "Now is really Now," and it's
       
  1445    time for Premise to become theme without dilly-dallying. I suppose it can
       
  1446    first be seen in Soap and Puppetland based on these games' explicit
       
  1447    real-time constraints, but it's also embedded in the Guts/Coincidence
       
  1448    mechanics in Extreme Vengeance, the "Schism" version of Humanity in
       
  1449    Sorcerer, and the Insight mechanics in The Riddle of Steel. It's most
       
  1450    explicitly present in Violence Future and My Life with Master.
       
  1451 
       
  1452    A similar structural issue is to decide how much Premise-addressing
       
  1453    (story, if you will) has already occurred before in-play decision-making
       
  1454    begins. At one extreme, you have "Blood Opera," which is to say, several
       
  1455    characters already engaged in serious committed effort to do
       
  1456    something-or-other, usually contradictory. Such play, regardless of how
       
  1457    many sessions are involved, tends to end up with several dead protagonists
       
  1458    and plenty of tragedy due to conflicting obligations and/or
       
  1459    misunderstandings; it's quite cathartic. Typically it's more satisfying
       
  1460    when all of the participants are enlisted in scenario preparation. At the
       
  1461    other extreme, you have play in which the Premise is introduced very
       
  1462    slowly and piecemeal, through a variety of scenes and events.
       
  1463 
       
  1464    Here are some interesting trends which crop up along this spectrum:
       
  1465 
       
  1466      * When the character's judgmental and active presence is established and
       
  1467        already in action as play begins, that beginning point is usually the
       
  1468        crisis-point for the story in general. Playing Legends of Alyria,
       
  1469        Prince Valiant, My Life with Master, and Soap tends toward this end;
       
  1470        all of them carry a slight danger of "over before they begin," but
       
  1471        they are also the most reliable for immediate Premise-consensus.
       
  1472 
       
  1473      * When the Situation is well-established prior to play and essentially
       
  1474        independent of the player-characters, then how they encounter it and
       
  1475        become enlisted in its hassles is up for grabs, including when they
       
  1476        arrive. The protagonists usually play a catalytic role toward everyone
       
  1477        and everything else. Playing Everway, The Dying Earth, InSpectres,
       
  1478        Orkworld, The Whispering Vault, and Trollbabe is a lot like this.
       
  1479 
       
  1480      * When the Situation must slowly develop into Premise, play is
       
  1481        necessarily extended into multiple sessions. Playing Sorcerer,
       
  1482        HeroQuest, Dust Devils, Violence Future, and Over the Edge often
       
  1483        proceeds in this fashion, to the extent that the first couple of
       
  1484        sessions resemble the first sections of a classical novel rather than
       
  1485        a movie or play, and they tend not to show off all of their most
       
  1486        satisfying features during single-session demonstration play.
       
  1487 
       
  1488    Not all game designs must fall onto this spectrum explicitly, although
       
  1489    play does - I leave the different ways to place playing The Pool,
       
  1490    Universalis, and The Riddle of Steel onto the spectrum as an exercise for
       
  1491    the reader (hint: there are three answers, one for each game).
       
  1492 
       
  1493    Finally, another subtle enforcer of story structure is the range of
       
  1494    possible focus, or specification, for player-characters' abilities. It
       
  1495    doesn't surprise me that many Narrativist-facilitating game designs don't
       
  1496    distinguish very much among player-characters' abilities (Sorcerer, The
       
  1497    Dying Earth, and My Life with Master characters are all pretty much alike
       
  1498    within each game, mechanically); when they are so distinguished, however,
       
  1499    the differences tend to lock down the range of the potential Premise(s)
       
  1500    during play.
       
  1501 
       
  1502    So the most constrained story-structure game design would include Endgame
       
  1503    mechanics, an almost-over Situation, and strongly-distinguished abilties
       
  1504    (and hence story-roles) among the protagonists; interestingly, I can think
       
  1505    of no RPG design which features all three.
       
  1506 
       
  1507   Resolution and reward mechanics
       
  1508 
       
  1509    For Narrativist play, character creation may be considered the first step
       
  1510    in or the chassis for the reward and character-change systems. It differs
       
  1511    from the similar principle in Gamism in that personal strategy is not an
       
  1512    issue, but rather personal emotional agenda about the Premise. What's
       
  1513    interesting is that when play includes a focused reward system in
       
  1514    Narrativist terms, its numbers and effects are always integrated directly
       
  1515    into the event-resolution system.
       
  1516 
       
  1517    One whole category of play, however, does not provide any special
       
  1518    connection between the two and usually doesn't include much of a reward
       
  1519    system at all. Earlier games of this sort include The Window (partly),
       
  1520    Theatrix, Over the Edge, Castle Falkenstein, The World the Flesh and the
       
  1521    Devil, and possibly Puppetland. I think Soap, InSpectres, and Universalis
       
  1522    represent a development in this category of stronger IIEE-structure, as
       
  1523    well as providing a very abstract resolution + reward mechanic, but
       
  1524    retaining the Drama emphasis for resolution. These games also feature
       
  1525    pronounced GM-sharing as distinct from the earlier ones.
       
  1526 
       
  1527    The other category includes very strong reward mechanics design based on
       
  1528    character decisions, with resolution based on Fortune in the Middle in
       
  1529    order to preserve Author Stance during those decisions. Example games
       
  1530    include Prince Valiant, The Whispering Vault, Zero, The Pool, Sorcerer,
       
  1531    Dust Devils, Trollbabe, Legends of Alyria, My Life with Master, HeroQuest,
       
  1532    and Orkworld, as well as The Riddle of Steel in a cunning fashion.
       
  1533 
       
  1534    A recent development in both categories is to bring relationships into the
       
  1535    game mechanics to a very high degree, as in HeroQuest, Trollbabe, and My
       
  1536    Life with Master. Earlier versions of this idea may be seen in Albedo,
       
  1537    Lace & Steel, and Pendragon, but its primarily-Narrativist application is
       
  1538    recent and very significant.
       
  1539 
       
  1540   Character behavior mechanics
       
  1541 
       
  1542    This topic is potentially rather a sore point among role-players, unless
       
  1543    they have experienced play which shows the diverse strong points along the
       
  1544    entire spectrum. It concerns how limited characters' behavior may be.
       
  1545 
       
  1546    At one end of this spectrum, there's nothing of the kind: just contextual
       
  1547    material that prompts the issues and perhaps a character descriptor here
       
  1548    or there. The primary engine for Narrativist play is purely personal
       
  1549    fascination with the issues at hand and with working them out. Castle
       
  1550    Falkenstein, The Whispering Vault, and Over the Edge are good examples.
       
  1551 
       
  1552    Moving just a little over, characters' behavioral descriptors are
       
  1553    required, but they don't have any special role in determining what the
       
  1554    character does - except for providing secondary bonuses to some resolution
       
  1555    events, as in The Pool and HeroQuest.
       
  1556 
       
  1557    Moving well toward the other end of the spectrum, specific behaviors have
       
  1558    generalized consequence mechanics. Sorcerer, Trollbabe, Dust Devils, The
       
  1559    Riddle of Steel, and Orkworld are all examples - the characters have free
       
  1560    will regarding what to do, but immediate mechanics provide significant
       
  1561    effects.
       
  1562 
       
  1563    Far at the other end of the spectrum, behavior is heavily structured, for
       
  1564    either or both character-creation and scenario-play. This kind of game
       
  1565    often entails playing "against yourself" for the character, and the GM is
       
  1566    potentially semi-adversarial, even ruthless, playing both external and
       
  1567    internal adversity. Examples include Wuthering Heights, Extreme Vengeance,
       
  1568    Violence Future, My Life with Master, Le Mon Mouri, InSpectres, Otherkind,
       
  1569    and The Dying Earth. "Schism", "Urge", and other sorcerer/demon
       
  1570    combination versions of Sorcerer effectively shift the game's play into
       
  1571    this category.
       
  1572 
       
  1573   Procedural diversity: thematic content
       
  1574 
       
  1575    Given that theme arises during Narrativist play, what does it look like,
       
  1576    and how limited or well-defined is it? This breaks down into three
       
  1577    independent issues, all of which are pretty subtle and deserve more
       
  1578    discussion.
       
  1579 
       
  1580     1. The potential for personal risk and disclosure among the real people
       
  1581        involved.
       
  1582 
       
  1583           * High risk play is best represented by playing Sorcerer, Le Mon
       
  1584             Mouri, InSpectres, Zero, or Violence Future. You're putting your
       
  1585             ego on the line with this stuff, as genre conventions cannot help
       
  1586             you; the other people in play are going to learn a lot about who
       
  1587             you are.
       
  1588 
       
  1589           * Low risk play is best represented by playing Castle Falkenstein,
       
  1590             Wuthering Heights, The Dying Earth, or Prince Valiant. These
       
  1591             games are, for lack of a better word, "lighter" or perhaps more
       
  1592             whimsical - they do raise issues and may include extreme content,
       
  1593             but play-decisions tend to be less self-revealing.
       
  1594 
       
  1595     2. The depth and profundity of the resulting themes. Counter to my lousy
       
  1596        phrasing in GNS and related matters of role-playing theory
       
  1597        ([21]http://www.indie-rpgs.com/articles/1/), "literary merit" of a
       
  1598        theme is irrelevant. Themes are indeed important, and I suggest that
       
  1599        two broad categories are available: cathartic vs. deconstructive, with
       
  1600        the former splitting up into happy-ending, sad-ending, and ambiguous.
       
  1601        A related point concerns the range of the possible themes for a given
       
  1602        play-instance, from narrow to broad. I'll forego providing game
       
  1603        examples as the depth and range of theme rely very greatly on the
       
  1604        given play-group's use of the game.
       
  1605 
       
  1606     3. The humorous content. This is, in many ways, a red herring. I consider
       
  1607        "funny" always to be a secondary phenomenon, perhaps modifying theme,
       
  1608        or modifying something else entirely. For GNS or other theory
       
  1609        purposes, you have to look at the something else and discuss that
       
  1610        first. Still, there are a couple of points worth mentioning for
       
  1611        role-playing.
       
  1612 
       
  1613           * Is play itself funny, or is the topic of play funny? This is a
       
  1614             very complex issue, fully analogous to the endless discussions of
       
  1615             fear and suspense in horror role-playing.
       
  1616 
       
  1617           * Is the humor acting to bring participants' emotions closer to the
       
  1618             Premise, or to distance them?
       
  1619 
       
  1620 GNS crossover issues
       
  1621 
       
  1622    I suggest that historically, two basic Creative Agendas have been
       
  1623    perceived for role-playing: 1. Gamist, with the sub-set of Hard Core
       
  1624    Gamism; 2. Simulationist, with a sub-set of
       
  1625    Simulationist-becomes-Narrativist.
       
  1626 
       
  1627    Oh, I know, people never used the GNS terms for this purpose. But this is
       
  1628    how newcomers to the theory often read the terms, indicating their current
       
  1629    understanding, and those readings are fully consistent with the
       
  1630    explanations of play found in hundreds of game texts. I consider this
       
  1631    dichotomy, sub-sets and all, to be badly mistaken, but before I get to
       
  1632    that, let's take a look at its cultural results.
       
  1633 
       
  1634    Over time, as I see it, many practitioners and designers correctly
       
  1635    realized they were playing and promoting
       
  1636    Simulationist-becomes-"Narrativist," in quotes. Those quotes mean,
       
  1637    producing stories mainly through front-loading or post-editing, not
       
  1638    through protagonist decision-making as run by the players. They mean
       
  1639    focusing on story as product as opposed to Narrativist play. Reactions to
       
  1640    this latter insight have varied widely, and they include:
       
  1641 
       
  1642      * Abandon the perceived overall mode (Simulationism) entirely for Gamist
       
  1643        pastures;
       
  1644 
       
  1645      * Embrace the Simulationism and drop any pretense at story-creation
       
  1646        through play, such that story is at most an epiphenomenon to the
       
  1647        Exploration, usually of Setting;
       
  1648 
       
  1649      * Embrace the quotes in the "Narrativist" with verve, putting as much
       
  1650        effort and sophistication toward metaplot and GM-driven-story as
       
  1651        possible;
       
  1652 
       
  1653      * Give up role-playing in disgust with the inability to produce
       
  1654        Narrativist play without the quotes;
       
  1655 
       
  1656      * Mute down any particular Creative Agenda, making sure to provide a
       
  1657        little Gamist candy, in the interests of group harmony;
       
  1658 
       
  1659      * Drop the quotes around the "Narrativist," which means abandoning
       
  1660        Simulationism as a starting point and turning to explicit Narrativism.
       
  1661 
       
  1662    My construction of the modes of play is extremely different. As I see it,
       
  1663    one starts with [Exploration]. Now, either prioritize the intensity of
       
  1664    imagining some specific content as the agenda of play, which gives you
       
  1665    [E[Simulationism]], or develop the Exploration into a further-derived
       
  1666    agenda, which gives the choice of [E[Narrativism]] or [E[Gamism]].
       
  1667 
       
  1668   Gamism and Narrativism
       
  1669 
       
  1670    As I've tried to show at various points so far, Gamist and Narrativist
       
  1671    play are near-absolute social and structural equivalents, sharing the same
       
  1672    range for most Techniques save those involving reward systems. They differ
       
  1673    primarily in terms of the actual aesthetic payoff - what's appreciated
       
  1674    socially and aesthetically. That difference is extremely marked. Happily,
       
  1675    therefore very little if any chance exists for these modes of play to come
       
  1676    into conflict with one another - a group simply goes one way or the other.
       
  1677 
       
  1678    From the Introduction section of The Marvel Universe Roleplaying Game
       
  1679    (Marvel Entertainment Group, 2003, "Direct Edition," authors not credited,
       
  1680    editor is Mark D. Beazley):
       
  1681 
       
  1682    Style of Play
       
  1683 
       
  1684    You can play Marvel in a variety of styles, based on whatever you're
       
  1685    interested in. Most roleplaying games tend to fall somewhere between two
       
  1686    styles of play that we call "Clobberin' Time" and "Power and
       
  1687    Responsibility." And for one-on-one play, there's always "Brawling," a
       
  1688    style unique to this game.
       
  1689 
       
  1690    Power and Responsibility
       
  1691 
       
  1692    ... players spend a great deal of time on things like character
       
  1693    development, morality, thoughts and goals ... They care about the other
       
  1694    people in their lives, like girlfriends or boyfriends, aunts, sidekicks,
       
  1695    and non-Super Hero friends. ... there's more to this style of play than
       
  1696    busting things up.
       
  1697 
       
  1698    Clobberin' Time
       
  1699 
       
  1700    ... players don't spend much time on their characters' lifestyles. They
       
  1701    concentrate on action and plenty of it.
       
  1702 
       
  1703    Together, the players and the GamesMaster decide what style of game they
       
  1704    want to play. There is nothing more frustrating than a GamesMaster who
       
  1705    runs a "Power and Responsibility" style game for a bunch of "Clobberin'
       
  1706    Times" players. ...
       
  1707 
       
  1708    Brawling
       
  1709 
       
  1710    ... allows players to answer age-old questions: who would win in a fight,
       
  1711    the Thing or the Hulk? [further examples] ... two players can sit down
       
  1712    with their characters and fight against each other without needing a
       
  1713    GamesMaster.
       
  1714 
       
  1715    I can always quibble. I think the above text adheres a little too closely
       
  1716    to the mistaken dichotomies presented earlier, with the concomitant red
       
  1717    herring of combat vs. no combat. But it's flawless in terms of caring
       
  1718    together about what's up, and about socially constructing and reinforcing
       
  1719    what's up. And the key point for me is that the same game system is usable
       
  1720    alternatively for Narrativist or Gamist (or Hard Core Gamist) play, rather
       
  1721    than simultaneously. Also, the text includes very little mention of or
       
  1722    attention to Simulationist play per se. Enjoying "being a Marvel hero" in
       
  1723    this game is not Simulationist at all, but merely the foundational
       
  1724    Explorative expectation for either of the two focused options.
       
  1725 
       
  1726    Whether the Gamist and Narrativist modes may be played "congruently" is
       
  1727    controversial (see Congruence in the glossary). I remain skeptical.
       
  1728 
       
  1729   The grim epiphany: Narrativism and Simulationism
       
  1730 
       
  1731    This section supercedes the section "El Dorado and Drift" in my essay
       
  1732    "Simulationism: the Right to Dream"
       
  1733    ([22]http://www.indie-rpgs.com/articles/15/).
       
  1734 
       
  1735    I'll begin by identifying a very common misconception: that if enjoyable
       
  1736    Exploration is identifiable during play, then play must be Simulationist
       
  1737    or at least partly so. This is profoundly mistaken: if you address
       
  1738    Premise, it's Narrativist play. Period. If the Exploration involved, no
       
  1739    matter how intensive, hones and focuses that addressing-Premise process,
       
  1740    then that Exploration is still Narrativist, not Simulationist.
       
  1741 
       
  1742    That's why Feng Shui and Hong Kong Action Theater are hard-core,
       
  1743    no-ambiguity Simulationist-facilitating games including their explicit
       
  1744    homage to specific cinematic stories, and that's why The Dying Earth
       
  1745    facilitates Narrativist play, because its Situations are loaded with the
       
  1746    requirement for satirical, judgmental input on the part of the players.
       
  1747 
       
  1748    "El Dorado" was coined by Paul Czege to indicate the impossibility of a
       
  1749    1:1 Simulationist:Narrativist blend, although the term was appropriated by
       
  1750    others for the blend itself, as a desirable goal. I think some people who
       
  1751    claim to desire such a goal in play are simply looking for Narrativism
       
  1752    with a very strong Explorative chassis, and that the goal is not elusive
       
  1753    at all. Such "Vanilla Narrativism" is very easy and straightforward. The
       
  1754    key to finding it is to stop reinforcing Simulationist approaches to play.
       
  1755    Many role-players, identified by Jesse Burneko as
       
  1756    "Simulationist-by-habit," exhaust themselves by seeking El Dorado, racing
       
  1757    ever faster and farther, when all they have to do is stop running, turn
       
  1758    around, and find Vanilla Narrativism right in their grasp.
       
  1759 
       
  1760    However, what about subordinate hybrids? Simulationist play works as an
       
  1761    underpinning to Narrativist play, insofar as bits or sub-scenes of play
       
  1762    can shift into extensive set-up or reinforcers for upcoming Bang-oriented
       
  1763    moments. It differs from the Explorative chassis for Narrativist play,
       
  1764    even an extensive one, in that one really has to stop addressing Premise
       
  1765    and focus on in-game causality per se. Such scenes or details can take on
       
  1766    an interest of their own, as with the many pages describing military
       
  1767    hardware in a Tom Clancy novel. It's a bit risky, as one can attract
       
  1768    (e.g.) hardware-nuts who care very little for Premise as well as
       
  1769    Premise-nuts who get bored by one too many hardware-pages, and end up
       
  1770    pleasing neither enough to attract them further.
       
  1771 
       
  1772    Historically, this approach has been poorly implemented in role-playing
       
  1773    texts, which swing into Simulationist phrasing extremely easily, for the
       
  1774    reasons I describe in "Simulationism: the Right to Dream". You cannot get
       
  1775    emergent Narrativist play specifically through putting more and more
       
  1776    effort into perfecting the Simulationism (which requires that the
       
  1777    Narrativism cease), no matter how "genre-faithful" or "character-faithful"
       
  1778    it may be. I consider most efforts in this direction to become reasonably
       
  1779    successful High-Concept Simulationism with a strong slant toward
       
  1780    Situation, mainly useful for enjoyable pastiche but not particularly for
       
  1781    Narrativist play at all.
       
  1782 
       
  1783    The key issue is System. Narrativist play is best understood as a powerful
       
  1784    integration and feedback between character creation and the reward system,
       
  1785    however they may work, in that the former is merely the first step of the
       
  1786    latter in terms of addressing Premise. Whereas the usual effect in
       
  1787    High-Concept Simulationist play is to "fix" player-characters
       
  1788    appropriately into the Situation for purposes of affirming the
       
  1789    story-as-conceived, especially in terms of varying effectiveness at
       
  1790    specific task-categories, and reward systems in these games are usually
       
  1791    diminished and delayed to the point of absence. Games which stumbled over
       
  1792    this issue include Fading Suns and Legend of the Five Rings, both of which
       
  1793    require extensive Drifting to achieve even halting Narrativist play
       
  1794    despite considerable thematic content.
       
  1795 
       
  1796    The more successful primarily-Narrativist, secondarily-Simulationist
       
  1797    hybrid designs include Obsidian, to some extent, possibly Continuum if I'm
       
  1798    reading it right, and The Riddle of Steel as the current shining light; I
       
  1799    also call attention to Robots & Rapiers, currently in development.
       
  1800 
       
  1801    How about the reverse? Can Narrativist play underlie and reinforce a
       
  1802    primarily Simulationist approach? I consider this to be a very interesting
       
  1803    question, because it's not like Gamism in this regard at all. What happens
       
  1804    when Premise is addressed sporadically, or develops so slowly that the
       
  1805    majority of play is like those hardware-pages? Whether this is "slow
       
  1806    Narrativism" or "S-N-S" or just plain dysfunctional play is a matter of
       
  1807    specific instances, I think. But I do want to stress that it's not the
       
  1808    "N/S blend" as commonly construed, which is to say, both priorities firing
       
  1809    as equal pals.
       
  1810 
       
  1811 Dysfunctional Narrativist play
       
  1812 
       
  1813   GNS incompatibility
       
  1814 
       
  1815    It is very easy to spot players who are disinclined toward Narrativist
       
  1816    play, but nevertheless want a story to be produced, in a group that favors
       
  1817    Narrativist-oriented play. They write up rich and intense characters on
       
  1818    paper, but in play, they're paralyzed. They can posture towards one
       
  1819    another, and they can defend against attack, and they can spot clues, beat
       
  1820    up mooks, and band together against a common threat like nobody's
       
  1821    business, but only on the basis of GM cues. In an otherwise Narrativist
       
  1822    group, they are black hole voids for addressing Premise, and typically
       
  1823    they don't continue playing with that group for long.
       
  1824 
       
  1825    More subtle and more likely to be sustained are Narrativist-oriented
       
  1826    participants in largely non-Narrativist games. They practice "stealth"
       
  1827    play to get what they want, usually through making suggestions to the
       
  1828    authority in the group, often practicing a lot of trade-off negotiation. A
       
  1829    skilled stealther can sometimes become a significant co-GM as long as he
       
  1830    or she doesn't call attention to the influence. Stealthers tend to do a
       
  1831    lot of waiting.
       
  1832 
       
  1833    Less happily, such a player in a game with a strong
       
  1834    Simulationist/Situation bent is in big trouble and vice versa, especially
       
  1835    when the group is committed to Illusionist Techniques. Illusionism is a
       
  1836    widespread technique of play and arguably, textually, the most supported
       
  1837    approach to the hobby, as testified most recently by the publication
       
  1838    Secrets of Game-mastering (2002, Atlas Games). It relies on Force, as
       
  1839    defined earlier in the essay. GMing with lots of covert Force is called
       
  1840    Illusionism. I call that the Black Curtain; if the Curtain is drawn, then
       
  1841    the players aren't immediately clued in about the presence and extent of
       
  1842    the Force itself.
       
  1843 
       
  1844    Force (Illusionist or not) isn't necessarily dyfunctional: it works well
       
  1845    when the GM's main role is to make sure that the transcript ends up being
       
  1846    a story, with little pressure or expectation for the players to do so
       
  1847    beyond accepting the GM's Techniques. I think that a shared "agreement to
       
  1848    be deceived" is typically involved, i.e., the players agree not to look
       
  1849    behind the Black Curtain. I suggest that people who like Illusionist play
       
  1850    are very good at establishing and abiding by their tolerable degree of
       
  1851    Force, and Secrets of Gamemastering seems to bear that out as the
       
  1852    perceived main issue of satisfactory role-playing per se.
       
  1853 
       
  1854    Producing a story via Force Techniques means that play must shift fully to
       
  1855    Simulationist play. "Story" becomes Explored Situation, the character
       
  1856    "works" insofar as he or she fits in, and the player's enjoyment arises
       
  1857    from contributing to that fitting-in. However, for the Narrativist player,
       
  1858    the issue is not the Curtain at all, but the Force. Force-based Techniques
       
  1859    are pure poison for Narrativist play and vice versa. The GM (or a person
       
  1860    currently in that role) can provide substantial input, notably adversity
       
  1861    and Weaving, but not specific protagonist decisions and actions; that is
       
  1862    the very essence of deprotagonizing Narrativist play.
       
  1863 
       
  1864    Get just one Story Now player into an Illusionist group, and the game
       
  1865    becomes a battlefield for control and story creation. I consider this to
       
  1866    be one of the worst instances of high-level GNS incompatibility, because
       
  1867    it typically doesn't resolve itself through a clean parting of the ways.
       
  1868    As long as the people involved buy into the false notion that Narrativist
       
  1869    play is a subset of the Simulationist aesthetic, then the war will not
       
  1870    end, as they wave their "integrity of the story" flags at one another in
       
  1871    the mistaken belief that they share aesthetic goals.
       
  1872 
       
  1873    It all becomes much clearer when the Gamism-Narrativism similarity is
       
  1874    acknowledged. No one in their right mind permits a fully-committed Gamist
       
  1875    into a Simulationist-Situation role-playing group, and the same goes for
       
  1876    fully-committed Narrativist participants, for the same reasons.
       
  1877 
       
  1878   Ouija-board role-playing
       
  1879 
       
  1880    Here's another outcome for the faulty Simulationist-makes-Narrativism
       
  1881    approach. Actually, it's the same phenomenon as
       
  1882    Simulationism-makes-Gamism, which I discussed in "Gamism: Step On Up"
       
  1883    ([23]http://www.indie-rpgs.com/articles/21/) as "the bitterest role-player
       
  1884    in the world." I consider the Narrativist version to be the "most deluded
       
  1885    role-player in the world."
       
  1886 
       
  1887    How do Ouija boards work? People sit around a board with letters and
       
  1888    numbers on it, all touching a legged planchette that can slide around on
       
  1889    the board. They pretend that spectral forces are moving the planchette
       
  1890    around to spell messages. What's happening is that, at any given moment,
       
  1891    someone is guiding the planchette, and the point is to make sure that the
       
  1892    planchette always appears to everyone else to be moving under its own
       
  1893    power.
       
  1894 
       
  1895    Taking this idea to role-playing, the deluded notion is that Simulationist
       
  1896    play will yield Story Now play without any specific attention on anyone's
       
  1897    part to do so. The primary issue is to maintain the facade that "No one
       
  1898    guides the planchette!" The participants must be devoted to the notion
       
  1899    that stories don't need authors; they emerge from some ineffable
       
  1900    confluence of Exploration per se. It's kind of a weird Illusionism
       
  1901    perpetrated on one another, with everyone putting enormous value on
       
  1902    maintaining the Black Curtain between them and everyone else. Typically,
       
  1903    groups who play this way have been together for a very long time.
       
  1904 
       
  1905    My call is, you get what you play for. Can you address Premise this way?
       
  1906    Sure, on the monkeys-might-fly-out-my-butt principle. But the key to
       
  1907    un-premeditated artistry of this sort (cutup fiction, splatter painting,
       
  1908    cinema verite) is to know what to throw out, and role-playing does not
       
  1909    include that option, at least not very easily. Participants in Ouija-board
       
  1910    play do so through selective remembering. I have observed many such
       
  1911    role-players to refer to hours of unequivocally bored and contentious play
       
  1912    as "awesome!" given a week or two for mental editing.
       
  1913 
       
  1914    What I see from such groups is the following:
       
  1915 
       
  1916      * They use a highly customized house-version of a given rules-set,
       
  1917        usually AD&D, BRP, or an early edition of Champions; many of the
       
  1918        customized details are unrecorded.
       
  1919 
       
  1920      * They employ a personalized set of subtle cues and expectations that
       
  1921        arise out of their long-term friendships and habits of play.
       
  1922 
       
  1923      * The satisfaction-moments are rare to the extent of being perhaps a
       
  1924        yearly event. "Nothing happened tonight" is typical, but the group
       
  1925        believes that you don't legitimately get the cherished moments any
       
  1926        other way. Such moments are treasured and carefully repeated among
       
  1927        them.
       
  1928 
       
  1929      * Rarely, another person participates and (horrors!) actually overtly
       
  1930        moves the planchette, or discusses how it's being moved. That person
       
  1931        is instantly ejected, with cries of "powergamer!" and "pushy bastard!"
       
  1932 
       
  1933      * They're socially isolated from other role-players, as their play is so
       
  1934        arcane and impenetrable that no one else can easily participate. If
       
  1935        they go to cons, they go together, stay together, and leave together.
       
  1936        One of them buys a new game that "looks good," and they rarely if ever
       
  1937        try it, always rejecting it when they do.
       
  1938 
       
  1939      * They're socially isolated not only from gamers, but from everyone,
       
  1940        insofar as their hobby is concerned. Forget social context; it's just
       
  1941        these guys, aging, playing their tweaked versions of the game they
       
  1942        discovered in high school, reminiscing about that one awesome time
       
  1943        when character X did that awesome thing.
       
  1944 
       
  1945    Ouija-board groups vary in terms of how much fun they have, and I'll leave
       
  1946    further discussion of the phenomenon to the forums.
       
  1947 
       
  1948   Minor issues within Narrativist play
       
  1949 
       
  1950    The first minor issue is not really a big deal - simply, not everyone is
       
  1951    necessarily a whiz at addressing Premise even when they try. If they were,
       
  1952    we'd see a hell of a lot more great novels, comics, movies, and plays than
       
  1953    we do. Signs of "hack Narrativism" include backing off from unexpected
       
  1954    opportunities to address Premise or consistently swinging play into parody
       
  1955    versions of the issues involved. I don't see any particular reason to
       
  1956    bemoan or criticize this bit of dysfunction; all art forms have their
       
  1957    Sunday practitioners.
       
  1958 
       
  1959    The second is a recent phenomenon: the "do it right" purists, often
       
  1960    recently made aware of GNS or other theories, who then get on their fellow
       
  1961    participants' cases during play to accord with some theoretical ideal.
       
  1962    It's usually accompanied by the fallacy of focusing on one or more
       
  1963    Techniques as the "real" Narrativism.
       
  1964 
       
  1965    The third was mentioned earlier, based on the tendency for pre-game
       
  1966    preparation to develop Situation so far along the process of addressing
       
  1967    Premise, that the participants' input during play essentially delivers
       
  1968    only the final moments. I call such play "96%-ing," which can be
       
  1969    functional, but it tends to play safe to a degree that undercuts the
       
  1970    process.
       
  1971 
       
  1972    The fourth is maintaining privacy among the participants about what's
       
  1973    important to each one, whether about one's own character or the characters
       
  1974    of others. Such play might be thought of as keeping Premise personal and
       
  1975    close to the vest. That privacy may detract from others' enjoyment,
       
  1976    although see Ouija-board role-playing below for some further thoughts.
       
  1977 
       
  1978    The final minor problem is to resolve play-Situations rapidly and without
       
  1979    developing them much beyond the initial preparatory circumstances: "over
       
  1980    before it begins." This typically occurs when people are so floored by the
       
  1981    possibility of actually addressing a Premise through play, that they hare
       
  1982    off to do so before some RPG god notices and intervenes to stop them.
       
  1983    Usually, this sort of play is a short-lived phase as the group builds
       
  1984    trust with one another.
       
  1985 
       
  1986   Bad apple Narrativists
       
  1987 
       
  1988    All of this section concerns Narrativist play which is practically
       
  1989    guaranteed to be dysfunctional. It's really one thing, but it comes in two
       
  1990    versions depending on whether the person in question is acting as GM.
       
  1991 
       
  1992    The non-GM version is the Prima Donna, a devoted Premise-addresser - but
       
  1993    what he can't do is share. If a given scene is not about the issue that he
       
  1994    cares about, he disrupts things until it is. If his character is present
       
  1995    in a scene, then he'll demand center stage until forcibly stopped. He
       
  1996    understands protagonism, but won't permit anyone else to have it.
       
  1997    Essentially, he's the equivalent of the Hard Core Gamist, but with a
       
  1998    significant difference: only one person can do it successfully; it can't
       
  1999    even spread through the group. Prima Donnas are obnoxious, selfish, and
       
  2000    pushy. Their typical fate is to be removed from a group or to become its
       
  2001    GM (often to the present GM's consternation), in which latter case to
       
  2002    become a Typhoid Mary.
       
  2003 
       
  2004    What's a Typhoid Mary? Well may you ask. It's a would-be Narrativist GM
       
  2005    who uses tons of Force upon the player-characters. He introduces the
       
  2006    Premise and is emotionally invested in how the players are supposed to
       
  2007    address it, to the extent that he makes their characters' significant
       
  2008    decisions for them. Effectively, this means the other people are present
       
  2009    only to praise and reflect the GM's ego. Play amounts to "we tell the
       
  2010    story, but I'm writing it" - he continually demands that the players
       
  2011    appreciate his Narrativist aesthetic, but suppresses the same aesthetic in
       
  2012    their behavior. He prioritizes and insists upon Premise-addressing input
       
  2013    yet makes it subject to his approval.
       
  2014 
       
  2015    Such play is appallingly unrewarding and is rightly labeled railroading.
       
  2016    To sustain it, the Typhoid Mary must exert primary dominance over all
       
  2017    aspects of the Social Contract, which is usually not possible among
       
  2018    adults. I can think of no more effective means of ensuring that other
       
  2019    people never role-play again, than encountering a Typhoid Mary. Also,
       
  2020    unsurprisingly, get one Narrativist player with a spine in that game, and
       
  2021    it's root hog or die, the worst Force-vs.-Narrativist duel possible - such
       
  2022    conflicts have been known to disrupt romances, friendships, and even jobs
       
  2023    and marriages.
       
  2024 
       
  2025 Narrativist game design
       
  2026 
       
  2027    One reason I presented the big model of role-playing in this essay is to
       
  2028    say, game texts are no more nor less than recommendations, manuals, and
       
  2029    inspirational materials for play. For such texts to be effective, they
       
  2030    need to be clear and inspiring for all the levels in the model. I think
       
  2031    that Social Contract always comes first. Most especially for Narrativist
       
  2032    play, which has been textually marginalized throughout the hobby's
       
  2033    history, the game-rules' focus must expand to social and procedural
       
  2034    behavior at the table, not merely the Techniques subsets of scene and
       
  2035    conflict resolution.
       
  2036 
       
  2037   What to do
       
  2038 
       
  2039    I wrote a pretty sketchy little game in the early 1990s called "BSL," or
       
  2040    Bullshit-Less. You know what my friends said? "You can't read this like
       
  2041    you read a game book. To enjoy it, you'd have to play!" Much to my
       
  2042    surprise, that was a stone-wall stopping point for them. I had a terrible
       
  2043    time coming up with what they'd need to know in order to make that step
       
  2044    easily and quickly. I think that whatever a role-player is best at is the
       
  2045    last thing on earth that occurs to him or her to write about, and
       
  2046    Narrativist-oriented authors are especially in a jam, as they lack
       
  2047    precedents and examples.
       
  2048 
       
  2049    Looking over the diversity I listed earlier, I realize that an effective
       
  2050    manual or teaching text was Terra Incognita for Narrativist play until
       
  2051    very recently. Sorcerer, for example, was not written as a teaching text
       
  2052    for a general role-playing audience, although its supplements were. Now,
       
  2053    however, we have InSpectres, Dust Devils, My Life with Master, the three
       
  2054    Sorcerer supplements, Universalis, Trollbabe, Legends of Alyria,
       
  2055    HeroQuest, and more, all representing individual attempts. (I will leave
       
  2056    the very interesting question of why Everway failed in this regard to
       
  2057    future discussions.)
       
  2058 
       
  2059    So, the goal is to work through the big model, probably from the top down.
       
  2060    For a Narrativist-oriented game, the touchpoint throughout should always
       
  2061    be, what's the Premise? I think stating it right out in front of everybody
       
  2062    is the best way to go, or a version which is easily customized further. An
       
  2063    alternative might be to inspire the Premise through
       
  2064    Exploration-discussion, but it's risky - doing that usually works only for
       
  2065    Situation-based Premise games, like The Dying Earth.
       
  2066 
       
  2067    Let's look at that diversity again. Where does Premise come from? How much
       
  2068    do you have to work with, and how much improvisation is involved during
       
  2069    play itself? Is the story underway yet, and how close are the
       
  2070    decision/crisis points? Where's the spin in the System? Dice? Others'
       
  2071    input? Any negotiation/trading? IIEE must be dead bang center with what
       
  2072    you're driving at; does the reward system feed back into protagonism?
       
  2073    Prompt Endgame? Shift GMing roles? Or what? What does actual play look
       
  2074    like, in terms of Ephemera-combinations clustering to create and/or
       
  2075    support Techniques?
       
  2076 
       
  2077 ----------------------------------------------------------------------------------------------------------
       
  2078               Basic     Source of  GM Jobs:      Story       Resolution    Behavior    Thematic Content*:
       
  2079               Content:  Premise    Distribution  Structure:  and Reward:   Mechanics:  Risk factor;
       
  2080               Improv               among         Endings,    See spectrum  See         depth; humor
       
  2081               vs. rock             participants  e.g.        in essay      spectrum
       
  2082               steady                                                       in essay
       
  2083     Sorcerer  Steady    Character  Spread in     Encouraged  Connected:    Middle      High risk High
       
  2084                                    prep,         by reward   Short term                depth Occasional
       
  2085                                    centralized   system      bonuses                   humor
       
  2086                                    in play                   Destiny and
       
  2087                                                              goals in
       
  2088                                                              Sorc & Sword
       
  2089         TROS  Steady    Character  Centralized   Varies by   Connected:    Middle      Potential/variable
       
  2090                                                  prep        Spiritual                 risk Mild to
       
  2091                                                              Attributes                medium depth
       
  2092                                                                                        Low/absent humor
       
  2093  Universalis  Improv    Varies     Fully spread  Varies by   Fully         Mild to     Varies by group in
       
  2094                                    out           prep        identical     none        all three
       
  2095                                                              (coins)
       
  2096         MLWM  In        Setting    Mostly        Fixed       Connected:    Extreme     High risk Fixed
       
  2097               between              centralized   endgame     Net                       medium depth Humor
       
  2098                                                              consequences              as defense
       
  2099                                                              = Epilogue
       
  2100    HeroQuest  Steady    Setting    Centralized   None        Fully         Mild to     Medium risk
       
  2101                                                              identical     middle      Extreme depth Mild
       
  2102                                                                                        but inescapable
       
  2103                                                                                        humor
       
  2104          The  Steady    Situation  Centralized   Fixed       Almost no     Mild to     High risk
       
  2105   Whispering                                     conflict    connection    none        Medium-low depth
       
  2106        Vault                                                                           Low/absent humor
       
  2107     The Pool  In        Varies     Mostly        Varies by   Fully         Mild to     Low risk, usually
       
  2108               between              centralized   prep        identical     none        Mild if any depth
       
  2109                                                              (dice)                    Humor varies by
       
  2110                                                                                        group
       
  2111   InSpectres  Improv    Situation  Partly        Fixed       Extremely     Middle to   High risk
       
  2112                                    centralized,  conflict    connected:    strong      Medium/fixed depth
       
  2113                                    with                      Stress and                High humor
       
  2114                                    specific                  resources
       
  2115                                    non-GM input
       
  2116                                    moments
       
  2117       Castle  Steady    Setting    Centralized   None        Almost no     Mild to     Low risk
       
  2118  Falkenstein                                                 connection    none        Low/variable depth
       
  2119                                                                                        Occasional humor
       
  2120 ----------------------------------------------------------------------------------------------------------
       
  2121 
       
  2122      * Yes, this column is highly personal. Please feel free to fill it in
       
  2123        with your own assessments based on your play-experiences.
       
  2124 
       
  2125   Some food for thought: constraints
       
  2126 
       
  2127    A whole critique of the role of constraint in creativity is probably
       
  2128    beyond my powers, but I can't over-emphasize how important it's been in my
       
  2129    experiences of design, preparation, and satisfaction in any creative
       
  2130    endeavor. For role-playing, I think a designer should consider constraints
       
  2131    to be his or her most important ally: elements which, once established,
       
  2132    remain fixed and actively inform a whole suite of possibilities for the
       
  2133    future. Whether they concern Currency (e.g. Universalis), outcomes of
       
  2134    resolution (e.g. Sorcerer, The Riddle of Steel), character creation
       
  2135    options, behavioral choices, Setting, or whatever, strikes me as the
       
  2136    primary issue for designing games of any kind, and Narrativist goals need
       
  2137    them desperately.
       
  2138 
       
  2139    I foresee a whole slew of threads discussing the difference between
       
  2140    "restraint" and "constraint," so here I'll only bring up how effective
       
  2141    Paul Czege's decision to constrain Setting is for My Life with Master.
       
  2142    Once you know "about 1805, central Europe, isolated village," the doors
       
  2143    are thrown open to bring maximum creativity to bear on the key issues of
       
  2144    the game. For whatever reason, I think that this aspect of the game text
       
  2145    makes the rest, especially the tricky wide-open parts like "More Than
       
  2146    Human," much easier. By comparison, the designs of Dust Devils and
       
  2147    Sorcerer are currently a bit hampered by their wide-open settings, which I
       
  2148    now think require a little too much group-based customizing. Or, at the
       
  2149    opposite extreme, Trollbabe does provide the Setting constraint, but it's
       
  2150    so subculturally focused (you get it or you don't) as to limit access to
       
  2151    the game. My Life with Master provides not only the focus, but also a
       
  2152    topic which raises the same issues for practically anyone who encounters
       
  2153    it. Furthermore, as Paul says, if someone wants to change the setting,
       
  2154    they'll do it - but they're able to do so all the better because the
       
  2155    textual setting made sense to them.
       
  2156 
       
  2157   Pitfalls of Narrativist game design
       
  2158 
       
  2159    1. The Timid Virgin. The reasonably successful Narrativist-leaning GM is
       
  2160    writing a game, and suddenly experiences a loss of nerve - he visualizes
       
  2161    all those other players out there who obviously don't play in this
       
  2162    fashion. One result is a kind of "but-but" motorboat effect scattered
       
  2163    through the generally Simulationist-reading text: admonishments to keep
       
  2164    non-GM participants from screwing up the apparently-Narrativist goals,
       
  2165    usually by pleading, scolding, or imposing sudden and apparently
       
  2166    out-of-place limits on the players' authority to provide input. Good
       
  2167    examples include Little Fears, The Burning Wheel, Fvlminata, and The Dying
       
  2168    Earth.
       
  2169 
       
  2170    Another sort of Timid Virgin effect is a full spin toward Force Techniques
       
  2171    in isolated spots, which is less schizoid in terms of the reading
       
  2172    experience, but perhaps more confusing in the long run. Sorcerer, Everway,
       
  2173    Zero, Prince Valiant, and The Whispering Vault all have this bi-polar
       
  2174    problem, which I think characterizes many early-to-mid-90s game texts.
       
  2175 
       
  2176    2. Karaoke. This is a serious problem that arises from the need to sell
       
  2177    thick books rather than to teach and develop powerful role-playing. Let's
       
  2178    say you have a game that consists of some Premise-heavy characters and a
       
  2179    few notes about Situation, and through play, the group generates a
       
  2180    hellacious cool Setting as well as theme(s) regarding those characters.
       
  2181    Then, publishing your great game, you present that very setting and theme
       
  2182    in the text, in detail.
       
  2183 
       
  2184    From Over the Edge (Atlas Games, 1994; author is Jonathan Tweet):
       
  2185 
       
  2186    How to Use the Setting
       
  2187 
       
  2188    When I first played OTE, it was on about ten minutes' notice. I had some
       
  2189    notes on major background conspiracies, a few images of various scenes,
       
  2190    and a primitive version of the current mechanics. No map, no descriptions
       
  2191    of businesses, people, places, or any of the other useful tidbits that are
       
  2192    crammed into the previous two chapters. [He ain't kidding, and actually
       
  2193    it's the previous four chapters, 152 pages total, in the second edition -
       
  2194    RE] Naturally I winged it.
       
  2195 
       
  2196    That night were born Total Taxi, Giovanni's Cab's [sic], Cesar's Hotel,
       
  2197    and Sad Mary's, all now landmarks in the Edge. Things just happened. I
       
  2198    faked it. Since there's nothing that couldn't happen, anything I dreamt up
       
  2199    was OK.
       
  2200 
       
  2201    Now, however, you have a background explaining who, what, where, and when.
       
  2202    You're in a completely different situation from where I was back on that
       
  2203    first manic evening.
       
  2204 
       
  2205    [The rest of the section concerns converting the reader-GM's in-play
       
  2206    mistakes about the canonical setting into opportunities, as well as
       
  2207    altering it to taste; the suggestion that he may instead put himself
       
  2208    directly into Tweet's improvisational shoes at the outset is, to my eyes,
       
  2209    vividly absent - RE]
       
  2210 
       
  2211    [several pages later] Could vs. Should
       
  2212 
       
  2213    ... The first time I played OTE, I had a few pages of notes on the
       
  2214    background and nothing on the specifics. I made it all up on the spot. Not
       
  2215    having anything written as a guide (or crutch), I let my imagination
       
  2216    loose. You have the mixed blessing of having many pages of background
       
  2217    prepared for you. If you use the information in this book as a springboard
       
  2218    for your own wild dreams, then it is a blessing. If you limit yourself to
       
  2219    what I've dreamed up, it's a curse.
       
  2220 
       
  2221    All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing"
       
  2222    and "(or crutch)" don't hold a lot of water compared to the preceding 152
       
  2223    extraordinarily detailed pages of canonical setting. I'm not saying that
       
  2224    improvisation is better or more Narrativist than non-improvisational play.
       
  2225    I am saying, however, that if playing this particular game worked so
       
  2226    wonderfully to free the participants into wildly successful brainstorming
       
  2227    during play ... and since the players were a core source during this
       
  2228    event, as evident in the game's Dedication and in various examples of play
       
  2229    ... then why present the results of the play-experience as the material
       
  2230    for another person's experience?
       
  2231 
       
  2232    3. Metaplot. From Sorcerer & Sword (Adept Press, 2001, author is Ron
       
  2233    Edwards):
       
  2234 
       
  2235    Metaplot. The solution most offered by role-playing games is a
       
  2236    supplement-driven metaplot: a sequence of events in the game-world which
       
  2237    are published chronologically, revealing "the story" to all GMs and
       
  2238    expecting everyone to apply these events in their individual sessions.
       
  2239    These published events include the outcomes of world-shaking conflicts as
       
  2240    well as individual relationships among the company-provided NPCs involved
       
  2241    in these conflicts.
       
  2242 
       
  2243    Metaplot of this sort, whether generated by a GM or a game publisher, is
       
  2244    antithetical to the entire purpose of Sorcerer & Sword. Almost inevitably,
       
  2245    it creates a series of game products that pretend to be supplements for
       
  2246    play but are really a series of short stories and novels starring the
       
  2247    authors' beloved and central NPCs. The role of the individual play group
       
  2248    in those stories is much like that of karaoke singers, rather than
       
  2249    creative musicians.
       
  2250 
       
  2251    Metaplot is central to the design of several White Wolf games, especially
       
  2252    Mage; all AEG games; post-first-edition Traveller; AD&D'2, beginning with
       
  2253    the Forgotten Realms series; as well as others. Nearly all of them are
       
  2254    perceived as setting-focused games, and to many role-players, they 'define
       
  2255    role-playing with strong Setting.
       
  2256 
       
  2257    However, neither Setting-based Premise nor a complex Setting history
       
  2258    necessarily entails metaplot, as I'm using the term anyway. The best
       
  2259    example is afforded by Glorantha: an extremely rich setting with history
       
  2260    in place not only for the past, but for the future of play. The magical
       
  2261    world of Glorantha will be destroyed and reborn into a relatively mundane
       
  2262    new existence, because of the Hero Wars. Many key events during the
       
  2263    process are fixed, such as the Dragonrise of 1625. Why isn't this
       
  2264    metaplot?
       
  2265 
       
  2266    Because none of the above represent decisions made by player-characters;
       
  2267    they only provide context for them. The players know all about the
       
  2268    upcoming events prior to play. The key issue is this: in playing in (say)
       
  2269    a Werewolf game following the published metaplot, the players are intended
       
  2270    to be ignorant of the changes in the setting, and to encounter them only
       
  2271    through play. The more they participate in these changes (e.g. ferrying a
       
  2272    crucial message from one NPC to another), the less they provide
       
  2273    theme-based resolution to Premise, not more. Whereas in playing HeroQuest,
       
  2274    there's no secret: the Hero Wars are here, and the more everyone enjoys
       
  2275    and knows the canonical future events, the more they can provide theme
       
  2276    through their characters' decisions during those events.
       
  2277 
       
  2278    In designing a Setting-heavy Narrativist rules-set, I strongly suggest
       
  2279    following the full-disclosure lead of HeroQuest and abandoning the
       
  2280    metaplot "revelation" approach immediately.
       
  2281 
       
  2282    4. Sole reliance on deepening and detailing any aspects of Exploration is
       
  2283    misguided. The vast majority of attempted Narrativist design is a hunt for
       
  2284    the perfect Simulationist design that will ostensibly permit the
       
  2285    Narrativist play to emerge, leading to abashedness at best. It's often
       
  2286    combined with mistaking an effectiveness-improvement mechanic for a reward
       
  2287    system - at this point, the game text simply facilitates High-Concept
       
  2288    Simulationist play, and the Narrativist goal is left to Social Contract
       
  2289    alone. Various publishing practices, especially a long string of scenario
       
  2290    and setting supplememnts, provide the coffin nails.
       
  2291 
       
  2292    5. Going "no system," especially for IIEE aspects of play, combines the
       
  2293    undermining aspects of both of the above two approaches, especially when
       
  2294    the author idealizes story as a product rather than Narrativist play as a
       
  2295    process. Don't forget, all role-playing has a system; turning it over to
       
  2296    "oh, just decide and have fun" merely makes the system crappy and prone to
       
  2297    bullying.
       
  2298 
       
  2299    Frankly, un-structured Drama turns out to be ill-suited to Narrativist
       
  2300    play. It's clear why people turn to it so consistently; years of suffering
       
  2301    through task-resolution systems that fail to resolve conflict, with the
       
  2302    attendant Simulationist creep of rules-revisions during the 1980s, is
       
  2303    enough to put any aspirant Narrativist off of "rules" and "systems."
       
  2304 
       
  2305    The Window (latest version 1997, author is Scott Lininger) makes a brave
       
  2306    attempt at this approach to play:
       
  2307 
       
  2308    You see, after trying what seems like a million different systems during
       
  2309    our own series of roleplaying games (perhaps you've seen this, too), we
       
  2310    slowly realized that no matter what rules we were using, the interaction
       
  2311    between the characters essentially ran the same. No matter what rules we
       
  2312    were using, the combat always moved along with the same ultimate effects:
       
  2313    it was just a question of how long it took to get there. Even the
       
  2314    character creation worked in the same way, or at least was visualized in
       
  2315    the same way.
       
  2316 
       
  2317    As it was, our style had become more important to us than the system. We
       
  2318    spent many times the creative energy developing the world and our
       
  2319    characters than we did figuring up percentages, regardless of the genre we
       
  2320    chose. It wasn't the individual stats and skills that made us love our
       
  2321    characters, rather it was their actions and their personalities and how
       
  2322    they fit into the overall story.
       
  2323 
       
  2324    The only time we really noticed which rules were being used was when they
       
  2325    somehow got in the way, as they inevitably did! That was the seed. We
       
  2326    decided that it was time for a system that would stay in the background...
       
  2327    be invisible as a pane of glass...
       
  2328 
       
  2329    There are plenty of explicit Narrativist goals stated in The Window,
       
  2330    especially its Third Precept:
       
  2331 
       
  2332    This is a big idea, though a simple one. It starts with the realization
       
  2333    that the actors and the Storyteller are all cooperating toward the same
       
  2334    goal: If everyone takes equal responsibility for the quality of the story
       
  2335    then all will benefit when it really starts working.
       
  2336 
       
  2337    There are times when a good actor will let go of their own ego and let the
       
  2338    story take precedence over their character. There are times when a good
       
  2339    Storyteller will allow the actors to narrate scenes. The days of rival
       
  2340    camps delineated by a GM screen are over. Though obviously the
       
  2341    Storyteller's vision is what creates the seeds of roleplaying, nothing
       
  2342    much will grow without the actors' input. An open, out of character dialog
       
  2343    about the direction of the story should be maintained so that the
       
  2344    Storyteller knows what's working and what's not.
       
  2345 
       
  2346    Strive for originality in all things. Your characters, their actions, and
       
  2347    their contribution to the narrative are totally up to you to decide, and
       
  2348    the essence of roleplaying is a creative one. Don't allow yourself to fall
       
  2349    back on stereotypes, and remember that what you create when you sit down
       
  2350    to roleplay is totally unique to you and your group of friends. The story
       
  2351    you mutually envision should be your own.
       
  2352 
       
  2353    The Window includes a dice-rolling mechanic, but most of its resolution is
       
  2354    handled through Drama, with or without the rolls. Unfortunately, the
       
  2355    unstructured-Drama system of the game is anything but invisible - it must
       
  2356    be redefined and "referenced" at every moment of play. Contrary to popular
       
  2357    belief, it demonstrates the highest Points of Contact of any sort of
       
  2358    role-playing. Furthermore, it's the one mode of attempted Narrativist play
       
  2359    which fails to prioritize or organize protagonism. It mistakenly asssumes
       
  2360    that narration yields Narrativism, and that constraints on narration are
       
  2361    necessarily restraints on Narrativist play.
       
  2362 
       
  2363    What's the problem with this? Why am I being so harshly critical? It all
       
  2364    goes back to Force - if establishing the IIEE circumstances is under one
       
  2365    person's control, without reference to any System features, then scenes'
       
  2366    outcomes become the province of that person. Which in turn means that the
       
  2367    decisions and actions of player-characters are now details of this one
       
  2368    person's decisions. Narrativist de-protagonism is the near-inevitable
       
  2369    result.
       
  2370 
       
  2371    6. Fleeing to Social Contract to solve everything. Some designers,
       
  2372    enthralled by the idea that input does not have to be restricted to or
       
  2373    filtered through a central person, rely on the hope that everyone feels
       
  2374    like contributing extra-protagonist content at any given moment.
       
  2375    Unfortunately, this creates a "dead ball" effect in which one must create,
       
  2376    on the spot, both adversity and its resolution from whole cloth. People
       
  2377    apparently prefer a fair amount of context and constraint in order to
       
  2378    provide input instead.
       
  2379 
       
  2380    A related tendency is to rely on restraint, stating or implying that "good
       
  2381    players wouldn't do that!" I suggest two alternative approaches: (1) that
       
  2382    System provide "rebound" or consequences to make the variety of choices
       
  2383    interesting, and (2) stating explict Creative Agenda expectations up
       
  2384    front.
       
  2385 
       
  2386    The biggest pitfall of all, though, needs a section of its own.
       
  2387 
       
  2388   The Impossible Thing Before Breakfast
       
  2389 
       
  2390    All right, here we go. This section represents a different angle of attack
       
  2391    for me - I'm not discussing System or mechanics design at all, just the
       
  2392    "how to role-play" texts. Some of the following games have, in my view,
       
  2393    very focused Creative Agenda content in contrast to these sections; other
       
  2394    games, not listed or discussed, are comparatively muddled in procedural
       
  2395    terms but have crystal-clear "how-to" sections. So this is entirely about
       
  2396    the "how-to" text, nothing else.
       
  2397 
       
  2398    From Space: 1889 (1988, GDW Inc, author is Frank Chadwick):
       
  2399 
       
  2400    Each adventure is a story, and the player characters are its heroes, but
       
  2401    with an important distinction: Their actions are not determined by an
       
  2402    author, but rather by the players themselves.
       
  2403 
       
  2404    [From the chapter "The Referee"]
       
  2405 
       
  2406    ... it is a good idea to conduct as many of the event resolution die rolls
       
  2407    as possible yourself and then announce the results. This makes the game
       
  2408    seem less mechanical to the players and enables you [to] add a secret die
       
  2409    roll modifier here or there to make things come out right without anyone
       
  2410    being the wiser. [Elsewhere in the text it is specified that this section
       
  2411    applies to critical events for the story - RE]
       
  2412 
       
  2413    From Traveller (1996, Imperium Games Inc., authors are Marc Miller, Lester
       
  2414    Smith, Tony Lee)
       
  2415 
       
  2416    The Players
       
  2417 
       
  2418    Like a novel author or an actor in a drama, each player in a role-playing
       
  2419    game creates a persona, or character, to portray in the game ... the
       
  2420    player responds to the situation of the adventure as it unfolds, deciding
       
  2421    what the character would say or do in that situation. They don't just
       
  2422    watch the character, they choose the character's options.
       
  2423 
       
  2424    The Referee
       
  2425 
       
  2426    Management of the game is performed by a special player known as the
       
  2427    referee. ... Like the director of a movie, the referee judges what can and
       
  2428    cannot be accomplished in a particular scene.
       
  2429 
       
  2430    From Tsyk (1996, Propaganda Publishing, author is Serge Stelmack):
       
  2431 
       
  2432    Number Two: The personas are the property of the players.
       
  2433 
       
  2434    Tsyk is not about players versus the GM. It is about the cooperative
       
  2435    weaving of a tale that everybody can enjoy. It does not make sense to use
       
  2436    the powers of gamemastery to try and dominate the personas, or to be
       
  2437    spiteful over their successes in the game.
       
  2438 
       
  2439    Though it is the job of the GM to guide the characters through the
       
  2440    adventure, it is always the decisions of the players that dictate the
       
  2441    actions of the personas.
       
  2442 
       
  2443    From Agone (2001, Multisim Publishing, authors include Sebatian Celerin,
       
  2444    Mathieu Gaborin, Stephane Marsan, Frederic Weil, and others):
       
  2445 
       
  2446    ADVICE TO THE EG
       
  2447 
       
  2448    The role of the Eminence Grise is crucial. He is the balance-keeper of the
       
  2449    game. He must prepare - and often create from scratch - thrilling plots
       
  2450    and describe the settings and their inhabitants ... In short, he enables
       
  2451    the players to live a good heroic-fantasy adventure. He must create a tale
       
  2452    in which the players' characters have the lead roles, in which they can,
       
  2453    through their actions, bring the story to one end or another.
       
  2454 
       
  2455    In our world, the EG would be called a director or storyteller. Indeed, he
       
  2456    is simultaneously writer, director, and actor in a play or movie, which
       
  2457    improvises itself as hours of gameplay fly by.
       
  2458 
       
  2459    From Undiscovered (2001, Eilfin Publishing, authors include Adam D.
       
  2460    Theriault, Antonio da Rosa, Philip Theriault):
       
  2461 
       
  2462    Guiding Your Adventures
       
  2463 
       
  2464    Let the players control their own fate. Although it is your story, you
       
  2465    must follow the whims of the characters. It is, after all, their lives
       
  2466    they are playing out. The characters must have the freedom to choose their
       
  2467    own fates, not just do what the AG tells them to do. It is your job,
       
  2468    however, to guide the characters through the story you have created.
       
  2469 
       
  2470    What could any of this be saying? How is Entity A creating the tale,
       
  2471    guiding characters through the adventure, judging what can be accomplished
       
  2472    in a scene, making things come out right, and "your story" to be
       
  2473    reconciled with Entity B being "like a novel author," determining
       
  2474    characters' actions, bringing a story to an end, and having the lead
       
  2475    roles? As plain explanation, all such text is unmitigated nonsense. It's
       
  2476    such nonsense, that personalized readings that themselves make sense are
       
  2477    often projected onto it, as what the authors "must obviously" have meant.
       
  2478    Two such projections include:
       
  2479 
       
  2480     1. Players of the protagonists always provide those characters'
       
  2481        decisions, especially climactic ones that drive the resolving scenes;
       
  2482        the GM-role is there to provide relevant adversity for everyone else,
       
  2483        e.g. managing scene framing, Bangs, and pacing.
       
  2484 
       
  2485     2. The GM has the story decisions, i.e., wields substantial Force.
       
  2486        "Story" isn't coming from player decisions at all and may be
       
  2487        considered, itself, a piece of Explorative-material input from the GM.
       
  2488        Everyone else is providing color and material through
       
  2489        pseudo-decisions.
       
  2490 
       
  2491    Both of these are perfectly reasonable approaches to play. Don't mistake
       
  2492    your solution as justification for Impossible Thing game text. If a person
       
  2493    is stuck in the rhetoric of The Impossible Thing, he tends to seize his
       
  2494    personal solution and embrace it like a life-raft, rejecting any
       
  2495    examination of the Thing itself.
       
  2496 
       
  2497    No one is safe, apparently. From Maelstrom (Hubris Games, 1994, author is
       
  2498    Christian Aldridge):
       
  2499 
       
  2500    What happens in a game
       
  2501 
       
  2502    Characters will have goals they want to attain, and obstacles to overcome.
       
  2503    The story that the narrator creates will provide the setting and the plot.
       
  2504    In that plot the characters might stumble into adventure accidentally, or
       
  2505    become embroiled in international espionage, or choose to seek out fame
       
  2506    and fortune as tomb-robbers or pirates. The important point is that the
       
  2507    players author the tale through the actions of their characters.
       
  2508 
       
  2509    Gaaaahh! Right there in a book studded with some of the finest applied
       
  2510    Narrativist techniques known to role-playing, there it squats, pulsing!
       
  2511    Based on the rest of the text as well as my discussions with Aldridge, I
       
  2512    know the first "provide the story" in this excerpt indicates adversity;
       
  2513    the second ("author the tale") indicates Narrativist protagonism. But
       
  2514    without that distinction in mind, reading such explanations is agonizing;
       
  2515    one can see the author filling in phrases he is accustomed to seeing in
       
  2516    role-playing texts, then, clearly realizing he's written something he
       
  2517    didn't mean, correcting himself mid-paragraph, resulting in a
       
  2518    contradictory hash.
       
  2519 
       
  2520    As discussed earlier, the issue hinges on the super-big red herring called
       
  2521    "the plot, the story." It can mean so many things: - the NPCs' plan to do
       
  2522    something, which is irrelevant in GNS terms, as that's merely in-game
       
  2523    adversity, a staple of any role-playing. - given the definite article and
       
  2524    given a pre-player-decision context, it's absolutely anathema to
       
  2525    Narrativist play. - stripped of that article and given a purely post-play
       
  2526    context, it means nothing more than story, and is irrelevant for prep for
       
  2527    Narrativist play.
       
  2528 
       
  2529    It's also easy to get distracted by the word "GM." A person may have a
       
  2530    mental tautology going between "GM" and "power," with a corresponding
       
  2531    death-grip on his or her perceived responsibility to perform and
       
  2532    entertain. Once the term is understood to be a set of independent roles
       
  2533    which may be distributed differently across the participants, then the
       
  2534    whole thing becomes a lot easier.
       
  2535 
       
  2536    As far as game design and text is concerned, The Impossible Thing is easy
       
  2537    to avoid. All you have to do is be up-front about where and how those
       
  2538    GM-roles are distributed. If you're doing a solid Simulationist game with
       
  2539    a strong story emphasis via Force, say so and don't bleat about "players
       
  2540    control their characters' decisions" (see Call of Cthulhu and
       
  2541    Arrowflight). If you're doing a solid Narrativist game, keep Force out of
       
  2542    it entirely (see Dust Devils, InSpectres, and My Life with Master).
       
  2543 
       
  2544 The hard question
       
  2545 
       
  2546    I suggest that both Gamist and Narrativist priorities are clear and
       
  2547    automatic, with easy-to-see parallels in other activities and apparently
       
  2548    founded upon a lot of hardwiring in the human mind (or "psyche" or
       
  2549    "spirit" or whatever you want to call it). Whereas I think Simulationist
       
  2550    priorities must be trained - it is highly derived play, based mainly on
       
  2551    canonical fandom and focus on pastiche, and requires a great deal of
       
  2552    contextualized knowledge and stern social reinforcement. This training is
       
  2553    characterized by teaching people not to do what they're inclined to. No
       
  2554    one needs to learn how to role-play, but most do need to learn to play
       
  2555    Simulationist, by stifling their Gamist and/or Narrativist proclivities.
       
  2556    Such training is often quite harsh and may involve rewards and punishments
       
  2557    such as whether the person is "worthy" to be friends with the group
       
  2558    members.
       
  2559 
       
  2560    If the typical role-playing preferences among humans are Gamist and
       
  2561    Narrativist, then play based on these modes should be easy to pick up,
       
  2562    easy to spread, and easy to sell, and I think it is all three. However,
       
  2563    since the typical role-playing text and typical training is Simulationist,
       
  2564    the net effect is to bump the majority of interested people away from the
       
  2565    hobby after first contact, and to consolidate the Simulationist primacy in
       
  2566    all evident features of the hobby, as opposed to the potential ones. This
       
  2567    is one of several reasons why the hobby remains decidedly fringe.
       
  2568 
       
  2569    So the first question is, how about you? Are you Simulationist-by-habit,
       
  2570    which is to say, well-trained to this mode by the first group you
       
  2571    encountered? If so, is that what you really want? If so, then excellent.
       
  2572    But! If not, if you'd rather be addressing Premise, then you have a lot of
       
  2573    habits to break - perhaps even those which, in your mind, originally
       
  2574    defined the activity.
       
  2575 
       
  2576    The second, larger question is much like the Gamist one: why role-play for
       
  2577    this purpose? Why this venue, and not some more widely-recognized medium
       
  2578    like writing comics or novels or screenplays? Addressing Premise can be
       
  2579    done in dozens, perhaps hundreds, of artistic media. To play Narrativist,
       
  2580    you must be seizing role-playing, seeing some essential feature in the
       
  2581    medium itself, which demands that Premise be addressed in this way for you
       
  2582    and not another. What is that feature? If you can't see one, then maybe,
       
  2583    just maybe, you are slumming in this hobby because you're afraid you can't
       
  2584    hack it in a commercial artistic environment. Maybe you even hang with a
       
  2585    primarily-Simulationist group, with the minimal levels of satisfaction to
       
  2586    be gained among them, because it's safe there.
       
  2587 
       
  2588    But let's say you do answer that question, and hold your head up as a
       
  2589    Narrativist role-playing practitioner, addresser of Premise. Fine - now
       
  2590    you have to ask yourself whether you can handle artistic rejection. That's
       
  2591    right, no one might be interested in you. This is exactly what all
       
  2592    aspiring directors, screenwriters, novelists, and other practitioners of
       
  2593    narrative artistry face. In which case, you'll have to decide whether it's
       
  2594    because your worthy vision is unappreciated and should seek new
       
  2595    collaborators, or because your vision is simply lacking. It's not an easy
       
  2596    thing to deal with.
       
  2597 
       
  2598    But let's say that's all resolved too, and you are holding the brass ring:
       
  2599    successful and fulfilling Narrativist play with a great bunch of fellow
       
  2600    participants, fine and exciting content from your and the others' work,
       
  2601    and the sense of worthy artistry. Now for the final conundrum: what will
       
  2602    you sacrifice to sustain it? Maybe your spouse is tired of the time you
       
  2603    spend on this; maybe you and a fellow group member get a little too close;
       
  2604    maybe you decide your art would be even better if your best friend's sorry
       
  2605    ass was no longer gumming up the group's work. Can you make those sorts of
       
  2606    choices? Can you live with the results?
       
  2607 
       
  2608    Good luck with it. No one ever claimed that balls-to-the-wall artists were
       
  2609    necessarily easy to live with.
       
  2610 
       
  2611 Glossary
       
  2612 
       
  2613    The following terms continue the lists at the end of the essays
       
  2614    "Simulationism: the Right to Dream"
       
  2615    ([24]http://www.indie-rpgs.com/articles/15/) and "Gamism: Step On Up"
       
  2616    ([25]http://www.indie-rpgs.com/articles/21/), which themselves are
       
  2617    additions to the definitions given in "GNS and other matters of
       
  2618    role-playing theory" ([26]http://www.indie-rpgs.com/articles/1/). Which is
       
  2619    a polite way of saying go look at all of them, for now. A complete
       
  2620    glossary is under way.
       
  2621 
       
  2622    Bangs
       
  2623 
       
  2624            Introducing events into the game which make a
       
  2625            thematically-significant or at least evocative choice necessary
       
  2626            for a player. The term is taken from the rules of Sorcerer.
       
  2627 
       
  2628    Black Curtain
       
  2629 
       
  2630            My term for the techniques a GM may employ to keep his use of
       
  2631            Force hidden from the other participants in the game, such that
       
  2632            they are at least somewhat under the impression that their
       
  2633            characters' significant decisions are under their control. See
       
  2634            Illusionism.
       
  2635 
       
  2636    Blood Opera
       
  2637 
       
  2638            Play in which character generation focuses on potentially
       
  2639            irreconcilable differences among at least some of the characters,
       
  2640            and in which scenario generation is designed to put as much
       
  2641            pressure on these differences (and therefore on unexpected
       
  2642            alliances as possible). Notable for high mortality rates among
       
  2643            characters, in the manner of Reservoir Dogs. The term was coined
       
  2644            by Ralph Mazza, Jake Norwood, and myself after playing an
       
  2645            especially masochistic session of The Riddle of Steel during
       
  2646            Origins 2003.
       
  2647 
       
  2648    Bob (from Sex & Sorcery)
       
  2649 
       
  2650            Withholding response or otherwise mandating a "rest" in the
       
  2651            Premise-addressing action of play.
       
  2652 
       
  2653    Conflict resolution
       
  2654 
       
  2655            A technique in which the resolution mechanisms of play focus on
       
  2656            conflicts of interest, rather than on the component tasks within
       
  2657            that conflict. When using this technique, inanimate objects are
       
  2658            conceived to have "interests" at odds with the character, if
       
  2659            necessary. Contrast with Task resolution.
       
  2660 
       
  2661    Congruence
       
  2662 
       
  2663            Term coined by Walt Freitag to describe the theoretical
       
  2664            possibility of simultaneous play of different Creative Agendas
       
  2665            which, although fulfilling very different needs for their
       
  2666            employers, are also mutually supportive between those employers.
       
  2667            The existence of sustained congruence remains controversial.
       
  2668 
       
  2669    Cross (from Sex & Sorcery)
       
  2670 
       
  2671            Introducing effects from previous scenes into current scenes,
       
  2672            although the scenes do not contain the same protagonists.
       
  2673 
       
  2674    Deprotagonize (Paul Czege)
       
  2675 
       
  2676            To limit or devalue another person's opportunity to establish
       
  2677            their character as a protagonist during Narrativist play. Note
       
  2678            that this is specific to Paul's use of Protagonism strictly in the
       
  2679            limited Narrativist context.
       
  2680 
       
  2681    Egri, Lajos
       
  2682 
       
  2683            the author of The Art of Dramatic Writing (1946); see Premise.
       
  2684 
       
  2685    El Dorado
       
  2686 
       
  2687            Coined by Paul Czege, a term for the unrealizable ideal of
       
  2688            consistently addressing Premise through explicitly Simulationist
       
  2689            play.
       
  2690 
       
  2691    Force
       
  2692 
       
  2693            Originally called "GM-oomph" (Ron Edwards), then "GM-Force" (Mike
       
  2694            Holmes) - Control over the protagonist characters'
       
  2695            thematically-significant decisions by anyone who is not the
       
  2696            character's player. The Force is an especially good term for this
       
  2697            phenomenon, due to (1) its sense of imposed mandate and
       
  2698            strength-in-control (not just input), and (2) its parodic Star
       
  2699            Wars connotation - whatever you want the plot to be, "use the
       
  2700            Force!"
       
  2701 
       
  2702    Ouija-board role-playing
       
  2703 
       
  2704            Coined by me in this essay, a form of Illusionism practiced among
       
  2705            all the participants upon one another to conceal both Step On Up
       
  2706            and Story Now priorities from one another.
       
  2707 
       
  2708    Pastiche
       
  2709 
       
  2710            An artistic production which relies on invoking pre-existing
       
  2711            productions' features for its primary effect; at worst, a simple
       
  2712            imitation, but at best, potentially a strong secondary commentator
       
  2713            on the original text. Often associated with "fanfic" or other
       
  2714            forms of homage.
       
  2715 
       
  2716    Premise (adapted from Egri)
       
  2717 
       
  2718            A generalizable, problematic aspect of human interactions. Early
       
  2719            in the process of creating or experiencing a story, a Premise is
       
  2720            best understood as a proposition or perhaps an ideological
       
  2721            challenge to the world represented by the protagonist's passions.
       
  2722            Later in the process, resolving the conflicts of the story
       
  2723            transforms Premise into a theme - a judgmental statement about how
       
  2724            to act, behave, or believe.
       
  2725 
       
  2726    Prima Donna
       
  2727 
       
  2728            A Narrativist player who engages in Premise-addressing, but will
       
  2729            not share screen time or Premise-significant decision-making time
       
  2730            with other participants. An extremely dysfunctional subset of
       
  2731            Narrativist play.
       
  2732 
       
  2733    Protagonism
       
  2734 
       
  2735            A problematic term with two possible meanings. (A) A
       
  2736            characteristic of the main characters of stories, regardless of
       
  2737            who produced the stories in whatever way. (2) A characteristic set
       
  2738            of behaviors among people during role-playing, associated with
       
  2739            Narrativist play, with a necessary equivalent in Gamist play and
       
  2740            possible and Simulationist play.
       
  2741 
       
  2742    Railroading
       
  2743 
       
  2744            Control of a player-character's decisions by the GM, or
       
  2745            opportunities for decisions, in any way which breaks the Social
       
  2746            Contract for that group, in the eyes of the character's player.
       
  2747 
       
  2748    Simulationist-by-habit (Jesse Burneko)
       
  2749 
       
  2750            A form of synecdoche which defines "role-playing" according to
       
  2751            certain historically-widespread Simulationist approaches to play."
       
  2752            The system's job is to provide the physics of the game-world" is a
       
  2753            good example.
       
  2754 
       
  2755    Story
       
  2756 
       
  2757            an imaginary series of events which includes at least one
       
  2758            protagonist, at least one conflict, and events which may be
       
  2759            construed as a resolution of the conflict.
       
  2760 
       
  2761    Story Now
       
  2762 
       
  2763            a mode, or Creative Agenda, in which Premise is addressed through
       
  2764            play. The epiphenomenal outcome for the transcript is almost
       
  2765            always a story.
       
  2766 
       
  2767    Task resolution
       
  2768 
       
  2769            a technique in which the resolution mechanisms of play focus on
       
  2770            within-game cause, in linear in-game time, in terms of whether the
       
  2771            acting character is competent to perform a task. Contrast with
       
  2772            Conflict resolution.
       
  2773 
       
  2774    Transcript
       
  2775 
       
  2776            an account of the imaginary events of play without reference to
       
  2777            any role-playing procedures. A transcript may or may not be a
       
  2778            story.
       
  2779 
       
  2780    Transition (coined by Fang Langford)
       
  2781 
       
  2782            Changing from one Creative Agenda to another through the course of
       
  2783            play using rules designed to make that process easy.
       
  2784 
       
  2785    Typhoid Mary
       
  2786 
       
  2787            A GM who employs Force in the interests of "a better story,"
       
  2788            usually identifiable as addressing Premise; however, in doing so,
       
  2789            the GM automatically de-protagonizes Narrativist players and
       
  2790            therefore undercuts his or her own priorities of play, as well as
       
  2791            being perceived as a railroader by the players. An extremely
       
  2792            dysfunctional subset of Narrativist play.
       
  2793 
       
  2794    Vanilla Narrativism: Narrativist play without notable use of the following
       
  2795    techniques
       
  2796 
       
  2797            Director Stance, atypical distribution of GM tasks, verbalizing
       
  2798            the Premise in abstract terms, overt rules concerning narration,
       
  2799            and improvised additions to the setting or situations. People who
       
  2800            typically play in this fashion often fail to recognize themselves
       
  2801            as Narrativists.
       
  2802 
       
  2803    Weave (from Sex & Sorcery)
       
  2804 
       
  2805            A GM technique of bringing NPC activities closer to the
       
  2806            player-characters and to introduce multiple responses among NPC
       
  2807            and player-character actions.
       
  2808 
       
  2809    --------------------------------------------------------------------------
       
  2810 
       
  2811    Last updated 29-Jan-2004 09:56:35 CDT
       
  2812 
       
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