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1 The Internet Home for Independent Role-Playing Games |
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2 [1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
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3 Forge [5]Reviews | [6]Resource Library | [7]Forums |
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4 |
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5 |
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6 Narrativism: Story Now |
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7 |
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8 by Ron Edwards <[8]sorcerer@sorcerer-rpg.com> |
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9 Copyright 2003 Adept Press |
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10 |
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11 Acknowledgments are due to Mike Holmes, Ralph Mazza, Christopher Kubasik, |
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12 Jesse Burneko, Paul Czege, Clinton R. Nixon, Vincent Baker, Seth Ben-Ezra, |
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13 M. J. Young, Chris Chinn, Pete Darby, Gordon C. Landis, Walt Freitag, and |
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14 Matt Snyder for comments on the first draft of this essay. All mistakes or |
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15 misattributions should be considered my responsibility. |
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16 |
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17 This is the third of three essays building upon the topics addressed in |
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18 "GNS and other matters of role-playing theory" |
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19 ([9]http://www.indie-rpgs.com/articles/1/). The previous two essays were |
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20 "Simulationism: The Right to Dream" |
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21 ([10]http://www.indie-rpgs.com/articles/15/), and "Gamism: Step On Up" |
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22 ([11]http://www.indie-rpgs.com/articles/21/). This series' purposes are to |
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23 clarify the original essay and to develop and incorporate insights from |
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24 discussions at the Forge. |
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25 |
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26 This one is about Narrativist play, which is simultaneously the least and |
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27 most problematic of the Creative Agendas I've described. It's incredibly |
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28 easy in application, and the most difficult for discussion. I think that |
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29 this difficulty lies mainly in some of the peculiarities of |
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30 role-player/gamer culture, entrenched in the history of the hobby, rather |
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31 than any particular logical or cognitive hitches in the mode of play |
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32 itself. |
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33 |
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34 In the first two essays, I began presenting an overall model of |
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35 role-playing, but piecemeal and in stumbling verbal form. As of this |
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36 writing, I've finished that model, and it is included here as well. It's a |
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37 bit out of place, being more of a capstone or umbrella to the three essays |
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38 rather than an intrinsic piece of the Narrativist one. More complete |
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39 discussions about it may also be found in "The whole model - this is it" |
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40 ([12]http://www.indie-rpgs.com/viewtopic.php?t=8655). |
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41 |
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42 History of the term |
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43 |
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44 The Threefold Model for role-playing included the term Dramatism, as |
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45 presented by John Kim at his Threefold Model |
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46 ([13]http://www.darkshire.net/~jhkim/rpg/theory/) webpage. When I learned |
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47 about the Threefold, I'd already been thinking about stuff I'd later call |
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48 Currency and also about Jonathan Tweet's discussion of resolution |
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49 presented in Everway. The basic notion of the Threefold impressed me: it |
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50 was time to talk about goals and priorities independently of everything |
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51 else, then to see whether everything else flowed to and from them. This |
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52 was at the time that Sorcerer was making its small way into commerce, so |
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53 the mailing list was the place for our first discussions; most of them are |
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54 archived at the Sorcerer website ([14]http://www.sorcerer-rpg.com). |
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55 |
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56 At this point, since "Drama" as a resolution category in Tweet's schema |
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57 and "Dramatism" as a goals-category in the Threefold referred to two |
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58 different things, I decided that the names were confusing. Going by which |
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59 set of ideas was first presented (Tweet's), I changed Dramatism to |
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60 Narrativism. This terminological change was limited to discussions on the |
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61 Sorcerer mailing list and later at the Gaming Outpost. |
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62 |
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63 However, our use of the terms and ideas on the Sorcerer mailing list took |
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64 on its own character almost immediately, such that in my first essay |
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65 "System Does Matter" ([15]http://www.indie-rpgs.com/articles/11/), "story" |
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66 was already its own distinct, process-oriented term. |
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67 |
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68 The biggest change in my thinking about role-playing is represented in the |
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69 essay "GNS and other matters of role-playing theory" |
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70 ([16]http://www.indie-rpgs.com/articles/1/), in which the concept of |
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71 Exploration becomes the underlying foundation for the three modes or goals |
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72 of play. This new picture was startling: (1) potential story elements were |
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73 now considered present for all three modes play, and (2)Narrativism now |
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74 appeared to be a mirror image or twin sibling of Gamism, counter to older |
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75 impressions shared by me and anyone else who ever wrote about role-playing |
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76 that Gamism was the odd man out. |
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77 |
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78 I've tried to emphasize this new outlook throughout these three supportive |
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79 essays. Whereas I think most people think of Gamism with (or synonymous |
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80 with) its Hard Core variant over in one ballpark, with Simulationism |
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81 containing an internal "story" variant in another ballpark, my concepts |
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82 are radically different. I hope to make this picture, and its |
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83 implications, entirely clear in this essay. |
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84 |
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85 The foundation: Exploration and more |
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86 |
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87 Here's the big ol' model for role-playing that the previous two essays |
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88 sort of fumbled at. Notice that "rules" are absent; I now consider "rules" |
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89 simply to mean text, which may be about anything you find in the model. |
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90 The brackets are very important: if B relates to A as [A[B]], then B is |
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91 considered a part, application, version, or expression of A. |
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92 |
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93 [Social Contract]. Social Contract encompasses everything else about |
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94 role-playing. If these people happen to be role-playing together, then |
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95 Social Contract crucially includes "Let's play this game." This crucial |
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96 element is what's further subdivided throughout the rest of this model. |
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97 |
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98 [Social Contract [Exploration]]. Exploration means "shared imaginings." |
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99 The sharing has to be explicit and agreed upon, usually through the spoken |
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100 word although any form of communication counts. The imaginings have to be |
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101 the subject that is shared, which is why me reading aloud to my wife does |
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102 not constitute Exploration. We are independently imagining based on the |
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103 spoken word, but neither she nor I is telling the other what we imagine |
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104 from that point. Exploration means that such communication is occurring. |
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105 |
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106 The five elements of Exploration are interdependent: Character + Setting |
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107 make Situation, System permits Situation to "move," and Color affects all |
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108 the others. This concept applies only to the imaginary causes among the |
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109 elements; the real people's actual priority or cause among these things, |
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110 in social and creative terms, varies widely. See my essay "GNS and other |
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111 matters of role-playing theory" |
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112 ([17]http://www.indie-rpgs.com/articles/1/) for more about these elements. |
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113 |
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114 [Social Contract [Exploration [Creative Agenda]]]. Creative Agenda is the |
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115 blanket term for people's demonstrated goals and desired feedback during |
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116 play. In the past, I called it "GNS." Since all of this is enclosed in |
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117 Social Contract, GNS-stuff is not only "what I want" but also "what I want |
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118 from role-playing with this group of people." Since Exploration |
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119 necessarily includes System, that means, as soon as we start talking about |
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120 Creative Agenda, real play has begun. |
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121 |
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122 On paper, I draw this term as an arrow, because this "step" or "level" in |
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123 my model shifts out of the abstract and solidly into this group, playing |
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124 this game, this way, at this time. The model instantly ceases to be a |
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125 broad overview and becomes a diagnostic or description of a real |
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126 play-experience among real people. Unless you are thinking of such a case, |
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127 you will be left flailing at this point in the discussion. |
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128 |
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129 [Social Contract [Exploration [Creative Agenda --> [Techniques]]]]. The |
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130 panoply of Techniques being employed over time either satisfy or fail to |
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131 satisfy one or more Creative Agendas. Techniques include IIEE, |
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132 Drama/Karma/Fortune, search time & handling time, narration apportioning, |
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133 reward system, points of contact, character components, scene framing, |
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134 currency among the character components, and much more. Each of these |
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135 terms represents a range of potential play-methods. I consider the two |
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136 most important Techniques to be reward system and IIEE (see glossary). |
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137 |
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138 Techniques may be thought of as directly expressing the more abstract |
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139 concept of System (way up in Exploration), except that System doesn't |
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140 exist all by itself - it's fully integrated with the other components of |
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141 Exploration. But if you keep that in mind, then yes, the arrow represented |
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142 by Creative Agenda can indeed be "shot" from the bow of System. |
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143 |
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144 Techniques do not map 1:1 to Creative Agenda, but combinations of |
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145 Techniques do support or obstruct Creative Agendas. |
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146 |
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147 [Social Contract [Exploration [Creative Agenda --> [Techniques |
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148 [Ephemera]]]]]. Ephemera refers to the smallest-scale interactions and |
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149 activities of role-playing: anything that gets factored into or is |
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150 expressed by play in the space of a few seconds. As with every level/box |
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151 so far, fairly extensive combinations of Ephemera express or apply to one |
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152 or more Techniques. They are the internal anatomy, if you will, of |
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153 Techniques and hence (conceptualizing upward) of System. |
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154 |
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155 Ephemera include individual Stances, in-character vs. out-of-character |
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156 diction and dialogue, referring to texts, sound effects, taking or |
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157 referring to notes, kibitzing, laughing, praise or disapproval, showing |
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158 pictures, and anything similar. |
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159 |
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160 Understanding any Creative Agenda, in this case Narrativism, means |
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161 examining its potential roles and expressions in the whole model. |
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162 Narrativism's little code phrase for that purpose is "Story Now." |
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163 |
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164 Story |
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165 |
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166 Long ago, I concluded that "story" as a role-playing term was standing in |
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167 for several different processes and goals, some of which were |
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168 incompatible. Here's the terms-breakdown I'll be using from now on. |
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169 |
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170 All role-playing necessarily produces a sequence of imaginary events. Go |
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171 ahead and role-play, and write down what happened to the characters, where |
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172 they went, and what they did. I'll call that event-summary the |
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173 "transcript." But some transcripts have, as Pooh might put it, a "little |
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174 something," specifically a theme: a judgmental point, perceivable as a |
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175 certain charge they generate for the listener or reader. If a transcript |
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176 has one (or rather, if it does that), I'll call it a story. |
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177 |
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178 Let's say that the following transcript, which also happens to be a story, |
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179 arose from one or more sessions of role-playing. |
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180 |
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181 Lord Gyrax rules over a realm in which a big dragon has begun to ravage |
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182 the countryside. The lord prepares himself to deal with it, perhaps trying |
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183 to settle some internal strife among his followers or allies. He also |
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184 meets this beautiful, mysterious woman named Javenne who aids him at |
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185 times, and they develop a romance. Then he learns that she and the dragon |
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186 are one and the same, as she's been cursed to become a dragon periodically |
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187 in a kind of Ladyhawke situation, and he must decide whether to kill her. |
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188 Meanwhile, she struggles to control the curse, using her dragon-powers to |
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189 quell an uprising in the realm led by a traitorous ally. Eventually he |
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190 goes to the Underworld instead and confronts the god who cursed her, and |
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191 trades his youth to the god to lift the curse. He returns, and the curse |
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192 is detached from her, but still rampaging around as a dragon. So they slay |
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193 the dragon together, and return as a couple, still united although he's |
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194 now all old, to his home. |
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195 |
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196 The real question: after reading the transcript and recognizing it as a |
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197 story, what can be said about the Creative Agenda that was involved during |
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198 the role-playing? The answer is, absolutely nothing. We don't know whether |
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199 people played it Gamist, Simulationist, or Narrativist, or any combination |
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200 of the three. A story can be produced through any Creative Agenda. The |
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201 mere presence of story as the product of role-playing is not a GNS-based |
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202 issue. |
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203 |
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204 Story Now |
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205 |
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206 Story Now requires that at least one engaging issue or problematic feature |
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207 of human existence be addressed in the process of role-playing. "Address" |
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208 means: |
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209 |
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210 * Establishing the issue's Explorative expressions in the game-world, |
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211 "fixing" them into imaginary place. |
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212 |
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213 * Developing the issue as a source of continued conflict, perhaps |
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214 changing any number of things about it, such as which side is being |
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215 taken by a given character, or providing more depth to why the |
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216 antagonistic side of the issue exists at all. |
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217 |
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218 * Resolving the issue through the decisions of the players of the |
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219 protagonists, as well as various features and constraints of the |
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220 circumstances. |
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221 |
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222 Can it really be that easy? Yes, Narrativism is that easy. The Now refers |
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223 to the people, during actual play, focusing their imagination to create |
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224 those emotional moments of decision-making and action, and paying |
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225 attention to one another as they do it. To do that, they relate to "the |
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226 story" very much as authors do for novels, as playwrights do for plays, |
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227 and screenwriters do for film at the creative moment or moments. Think of |
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228 the Now as meaning, "in the moment," or "engaged in doing it," in terms of |
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229 input and emotional feedback among one another. The Now also means "get to |
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230 it," in which "it" refers to any Explorative element or combination of |
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231 elements that increases the enjoyment of that issue I'm talking about. |
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232 |
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233 There cannot be any "the story" during Narrativist play, because to have |
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234 such a thing (fixed plot or pre-agreed theme) is to remove the whole |
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235 point: the creative moments of addressing the issue(s). Story Now has a |
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236 great deal in common with Step On Up, particularly in the social |
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237 expectation to contribute, but in this case the real people's attention is |
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238 directed toward one another's insights toward the issue, rather than |
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239 toward strategy and guts. |
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240 |
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241 Say it yourself |
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242 |
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243 I receive a lot of emails like this one from Landon Darkwood: |
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244 |
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245 I think I may have had a revelation. |
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246 |
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247 ... In your Simulationism essay, you have this: "'Story,' in this context, |
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248 refers to the sequence of events that provide a payoff in terms of |
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249 recognizing and enjoying the genre during play." |
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250 |
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251 Is this the key to distinguishing the [Narrativist vs. Simulationist] play |
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252 modes? My intepretation of this statement is that in Simulationist gaming, |
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253 a long and complex story might come about and be part of play, but only |
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254 for the express purpose of bringing about all the appropriate genre |
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255 elements in the game as part of the internal consistency of the Dream. |
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256 i.e., a Sim game Colored with elements from Chinese wuxia movies might |
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257 have a multilayered story involving class conflict, people being trapped |
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258 by their social position, repressed romance, heavy action, a sorcerer and |
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259 his eunuch henchmen - but these are all trappings of the genre. So, their |
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260 inclusion in the game, part and parcel as they are to the Dream, isn't |
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261 Narrativist because no one is creating a theme that isn't already there. |
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262 In other words, it's just played out as the Situation part of the |
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263 Exploration; because the Dream calls for it, there just so happens to be a |
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264 kind of intricacy involved. |
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265 |
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266 In Narrativism, by contrast, the major source of themes are the ones that |
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267 are brought to the table by the players / GM (if there is one) regardless |
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268 of the genre or setting used. So, to sum up, themes in Nar play are |
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269 created by the participants and that's the point; themes in Sim play are |
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270 already present in the Dream, reinforced by the play, and kind of a |
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271 by-product. |
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272 |
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273 Am I on this now? |
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274 |
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275 "In a word," I replied, "Yes." |
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276 |
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277 Narrativism has a single definition, but it's difficult to articulate for |
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278 people grappling with muddled RPG terminology. As far as I was concerned, |
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279 not only had I presented what Landon said in "GNS and other matters of |
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280 role-playing theory" ([18]http://www.indie-rpgs.com/articles/1/), I'd |
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281 repeated it dozens of times in forum discussions. In fact, I'd said it in |
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282 the message to Landon that immediately preceded this reply. But he had to |
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283 say it himself, with his own use of words like "just" and "genre." I am |
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284 now convinced, after many such exchanges, that an "experienced" |
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285 role-player comes to this conclusion only by working it out in his or her |
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286 own terms and examples. |
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287 |
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288 Premise |
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289 |
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290 How is this done, actually, in play? It relies on the concept of something |
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291 called Premise and its relationship to an emergent theme. |
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292 |
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293 I already snuck Premise past you: it's that "problematic issue" I |
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294 mentioned. I've taken the term from The Art of Dramatic Writing by Lajos |
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295 Egri. In reading what follows, bear in mind that he is discussing the |
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296 process of writing, not an existing playscript or a performance: |
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297 |
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298 ... every good premise is composed of three parts, each of which is |
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299 essential to a good play. Let us examine "frugality equals waste." The |
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300 first part of this premise suggest character - a frugal character. The |
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301 second part, "leads to," suggests conflict, and the third part, "waste," |
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302 suggests the end of the play. ... |
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303 |
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304 A good premise is a thumbnail synopsis of your play. [examples follow, |
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305 including "Egotism leads to loss of friends." - RE] |
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306 |
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307 ... What is wrong, then? What is missing? |
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308 |
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309 The author's conviction is missing. Until he takes sides, there is no |
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310 play. Does egotism lead to loss of friends? Which side will you take? We, |
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311 the readers or spectators of your play, do not necessarily agree with your |
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312 convictions. Through your play you must therefore prove to us the validity |
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313 of your contention. |
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314 |
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315 A protagonist is not "some guy," but rather "the guy who thinks THIS, and |
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316 does something accordingly when he encounters adversity." Stories are not |
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317 created by running some kind of linear-cause program, but rather are |
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318 brutally judgmental statements upon the THIS, as an idea or a way of |
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319 being. That judgment is enacted or exemplified in the resolution of the |
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320 conflict, and a conviction that is proved to us (as Egri says),constitutes |
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321 theme. Even if we (the audience) disagree with it, we at least must have |
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322 been moved to do so at an emotional level. |
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323 |
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324 I think that any reliable means of story-writing, in any medium, conforms |
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325 to Egri's principles. They may seem simplistic: the burning passion of the |
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326 protagonist directly expresses a burning passion of the author's, who uses |
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327 the plot as a polemic to demonstrate it. However, "Why Johnny shouldn't |
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328 smoke dope" is only the starting point. More nuanced, ambiguous, and |
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329 insightful applications arise insofar as more nuanced, ambiguous, and |
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330 insightful authors and audiences are involved. |
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331 |
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332 I said earlier that any role-playing can produce a story, and that's so. |
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333 But Narrativist role-playing is defined by the people involved placing |
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334 their direct creative attention toward Premise and toward birthing its |
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335 child, theme. It sounds simple, and in many ways it is. The real variable |
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336 is the emotional connection that everyone at the table makes when a |
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337 player-character does something. If that emotional connection is |
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338 identifiable as a Premise, and if that connection is nurtured and |
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339 developed through the real-people interactions, then Narrativist play is |
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340 under way. Some nuances: |
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341 |
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342 * "Character does something" can mean foreshadowing, flashback, and |
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343 anything in between. It can mean the character is just thinkin' about |
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344 it, or it can mean the character flat-out does it. As long as the |
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345 fictional character is brought into the perceptions and possible |
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346 emotional responses of the other people at the table, then it counts. |
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347 |
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348 * It doesn't matter whether the character fictionally "meant" to do the |
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349 action, premeditated it, or acted on-the-spot. |
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350 |
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351 * In stories (unlike real life), the character's immediate environment |
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352 is kind of a weird sidekick, who sometimes acts in the character's |
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353 favor and sometimes against him or her. "Character does something" |
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354 often includes this sidekick's behavior. |
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355 |
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356 * "Identifiable" means assessing how the players treat one another |
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357 during the process, socially. |
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358 |
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359 From my essay "GNS and related matters of role-playing theory" |
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360 ([19]http://www.indie-rpgs.com/articles/1/): |
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361 |
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362 Narrativist Premises focus on producing Theme via events during play. |
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363 Theme is defined as a value-judgment or point that may be inferred from |
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364 the in-game events. My thoughts on Narrativist Premise are derived from |
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365 the book The Art of Dramatic Writing by Lajos Egri, specifically his |
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366 emphasis on the questions that arise from human conundrums and passions of |
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367 all sorts. |
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368 |
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369 * Is the life of a friend worth the safety of a community? |
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370 |
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371 * Does love and marriage override one's loyalty to a political cause? |
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372 |
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373 * And many, many more - the full range of literature, myth, and stories |
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374 of all sorts. |
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375 |
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376 Narrativist Premises vary regarding their origins: character-driven |
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377 Premise vs. setting-driven Premise, for instance. They also vary a great |
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378 deal in terms of unpredictable "shifts" of events during play. The key to |
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379 Narrativist Premises is that they are moral or ethical questions that |
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380 engage the players' interest. The "answer" to this Premise (Theme) is |
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381 produced via play and the decisions of the participants, not by |
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382 pre-planning. |
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383 |
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384 * A possible Narrativist development of the "vampire" initial Premise, |
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385 with a strong character emphasis, might be, Is it right to sustain |
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386 one's immortality by killing others? When might the justification |
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387 break down? |
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388 |
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389 * Another, with a strong setting emphasis, might be, Vampires are |
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390 divided between ruthlessly exploiting and lovingly nurturing living |
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391 people, and which side are you on? |
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392 |
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393 I'm still saying the same thing. But now, I've returned to my earlier |
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394 usage; it's the only meaning for the term "Premise" in my model. |
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395 |
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396 That bit about moral and ethical content is merely one of those |
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397 personalized clincher-phrasings that some people find helpful. It helps to |
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398 distinguish a Premise from "my guy fought a dragon, so that's a conflict, |
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399 so that's a Premise" thinking. However, if these terms bug you, then say, |
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400 "problematic human issue" instead. |
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401 |
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402 Egri presents his Premises as flat statements, and I state them as |
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403 questions. Using the question form isn't changing anything about what Egri |
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404 is saying. Premise must pose a question to the real people, creator and |
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405 audience alike. The fictional character's belief in something like |
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406 "Freedom is worth any price" is already an implicit question: "Is it |
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407 really? Even when [insert Situation]?" Otherwise it will fail to engage |
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408 anyone. |
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409 |
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410 Egri's statement-construction is very useful for the single author faced |
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411 with a blank sheet of paper, with the goal at hand being a finished |
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412 script. The audience will see the play, not the process of creation. |
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413 However, in the role-playing medium, not only are there multiple authors, |
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414 but the audience is also composed of these same authors, and their |
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415 appreciation of the material occurs simultaneously with the significant |
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416 creative decisions. Therefore, the Premise's imaginary resolution is up |
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417 for grabs among the group in role-playing, just as it is up for grabs |
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418 within the author's own head before the play reaches final draft. In the |
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419 latter case, the jump to "the point" is swift and hopefully certain; in |
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420 the former case, the new medium, it is anything but. I phrase it as a |
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421 question for role-playing, to indicate that everyone involved has his or |
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422 her fair crack at it as one of the authors. |
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423 |
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424 From Robin Laws' essay "The Literary Edge," published in Over the Edge |
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425 (Atlas Games, 1992): |
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426 |
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427 OTE is, among other things, an attempt to further the development of |
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428 role-playing as art. GMs will find it fruitful to approach decisions as an |
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429 artist creating a collaborative work with players. The idea of |
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430 collaboration is important: the GM is not a "storyteller" with the players |
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431 as audience, but merely a "first among equals" given responsibility for |
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432 the smooth progress of the developing story. |
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433 |
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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 |
|
2813 The Forge created and administrated by [27]Clinton R. Nixon and [28]Ron |
|
2814 Edwards. |
|
2815 All articles, reviews, and posts on this site are copyright their |
|
2816 designated author. |
|
2817 |
|
2818 References |
|
2819 |
|
2820 Visible links |
|
2821 1. file:/// |
|
2822 2. file:///about/ |
|
2823 3. file:///donate.php |
|
2824 4. file:///articles/ |
|
2825 5. file:///reviews/ |
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2826 6. file:///resources/ |
|
2827 7. file:/// |
|
2828 8. mailto:sorcerer@sorcerer-rpg.com |
|
2829 9. http://www.indie-rpgs.com/articles/1/ |
|
2830 10. http://www.indie-rpgs.com/articles/15/ |
|
2831 11. http://www.indie-rpgs.com/articles/21/ |
|
2832 12. http://www.indie-rpgs.com/viewtopic.php?t=8655 |
|
2833 13. http://www.darkshire.net/~jhkim/rpg/theory/ |
|
2834 14. http://www.sorcerer-rpg.com/ |
|
2835 15. http://www.indie-rpgs.com/articles/11/ |
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2836 16. http://www.indie-rpgs.com/articles/1/ |
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2837 17. http://www.indie-rpgs.com/articles/1/ |
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2838 18. http://www.indie-rpgs.com/articles/1/ |
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2839 19. http://www.indie-rpgs.com/articles/1/ |
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2840 20. http://www.indie-rpgs.com/articles/1 |
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2841 21. http://www.indie-rpgs.com/articles/1/ |
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2842 22. http://www.indie-rpgs.com/articles/15/ |
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2843 23. http://www.indie-rpgs.com/articles/21/ |
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2844 24. http://www.indie-rpgs.com/articles/15/ |
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2845 25. http://www.indie-rpgs.com/articles/21/ |
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2846 26. http://www.indie-rpgs.com/articles/1/ |
|
2847 27. mailto:webmaster@indie-rpgs.com |
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2848 28. mailto:sorcerer@sorcerer-rpg.com |