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5 |
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6 Simulationism: The Right to Dream |
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7 by [8]Ron Edwards |
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8 |
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9 Many thanks are due to Clinton R. Nixon, Paul Czege, Jared A. Sorensen, |
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10 Ralph Mazza, Christopher Kubasik, and Mike Holmes for comments on the |
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11 manuscript. Several points, key text quotes, and nuances of argument |
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12 wouldn't be in the article without their input. All inconsistencies or |
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13 argumentative flaws, on the other hand, may be laid at my door. |
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14 |
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15 This is the first of three essays about the three GNS modes of |
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16 role-playing. Each one is about both play and game design, with the |
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17 former as the basic issue, and each one is intended to develop the |
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18 points made in my "GNS and related matters of role-playing design" |
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19 essay. I'm also drawing upon ideas I didn't express in that essay and |
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20 many, many points of debate at the Forge over the last year. The |
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21 original essay cleared up a lot of acrimony and misunderstanding that |
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22 had arisen in the previous years, and I'm hoping that the current series |
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23 plays an even more positive role in the current context - not only to |
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24 remove negative connotations and interpretations (which are now much |
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25 fewer anyway), but to encourage mutual understanding and appreciation |
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26 among all role-players about all the available modes of play. |
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27 |
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28 Each essay isn't a segregated unit only about that one mode. Each will |
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29 include more general issues, especially if they pertain especially if |
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30 not uniquely to the mode under discussion, and each one is intended to |
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31 clarify and develop "GNS and related matters" as a whole. Also, each one |
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32 concludes with a Hard Question for those who prefer that mode of play. |
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33 Each Hard Question is supposed to be interesting on its own, but I hope |
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34 that the three taken together will be much more than merely |
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35 "interesting." |
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36 |
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37 Simulationist role-playing has a great deal of power and potential. In |
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38 the previous essay, I wrote that it "... is expressed by enhancing one |
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39 or more of the listed elements [Character, Setting, Situation, System, |
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40 Color]; in other words, Simulationism heightens and focuses Exploration |
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41 as the priority of play. The players may be greatly concerned with the |
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42 internal logic and experiential consistency of that Exploration." |
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43 |
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44 Exploration reviewed |
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45 Obviously the thing to do is to get as clear an understanding of |
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46 "Exploration" as possible. It's our jargon term for imagining, |
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47 "dreaming" if you will, about made-up characters in made-up situations. |
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48 It's central to all role-playing, but in Simulationist play, it's the |
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49 top priority. |
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50 |
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51 I need to stop th'flow for a moment to explain some background, though. |
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52 My original notions were mainly laid out in "System Does Matter," my |
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53 first essay about all this stuff, based on my readings about the |
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54 Threefold Model proposed in the r.g.f.a. discussion group. At the Gaming |
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55 Outpost, lots of debate ensued about my essay, and eventually a poster |
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56 called the Scarlet Jester objected to the term Simulationism in terms of |
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57 its connotations, offering "Exploration" as the replacement - defined as |
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58 the enjoyment of the "dream" or the imagination as an act in itself. He |
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59 called his model "GENder" as an alternative to the then-existing GNS. |
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60 |
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61 GENder made a lot of sense to me, with one exception: Exploration, to |
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62 me, seemed to be involved in all of role-playing. I decided to modify |
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63 GNS severely and "float" the three modes on a "sea" of Exploration. In |
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64 that context, Simulationist play priorities suddenly made more sense - |
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65 as I saw it and still do, unlike Narrativist and Gamist priorities which |
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66 are defined by an interpersonal out-of-game agenda, Simulationist play |
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67 prioritizes the in-game functions and imagined events. |
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68 |
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69 From the introduction to RuneQuest, second edition (The Chaosium, 1978, |
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70 1979, 1980; specific author for this text unknown; game authors are |
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71 Steve Perrin, Ray Turney, Steve Henderson, and Warren James): |
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72 |
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73 What is a fantasy role-playing game? |
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74 A role-playing game is a game of character development, simulating the |
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75 process of personal development commonly called "life." |
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76 |
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77 [In fairness, later text in the introduction brings in some adversarial |
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78 GM/player context that sounds more Gamist, but the above quote is |
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79 reinforced more often throughout the book's rules and text.] |
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80 |
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81 From the introduction of Skyrealms of Jorune, 3rd edition (Chessex |
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82 Publications, 1992, author is Andrew Leker): |
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83 |
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84 Is it possible to win at role-playing? The whole idea of role-playing |
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85 is to have a good time. Players work toward a common goal, often |
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86 survival, but sometimes helping a friend in need, or accomplishing a |
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87 task of unquestioned importance. Although there will be no winner or |
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88 losers in an absolute sense, you will have the satisfaction of |
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89 watching your character think through challenges, survive |
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90 confrontations with other races, grow, and develop new skills. |
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91 |
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92 [Note the synecdoche: the "whole idea."] |
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93 |
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94 From the introduction to Marc Miller's Traveller (1996, author is Marc |
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95 Miller): |
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96 |
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97 ... the players' enjoyment comes from identifying with the character |
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98 and vicariously experiencing the situation with that character, just |
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99 as the reader of a novel and the viewer of a movie identify with the |
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100 character ... |
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101 |
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102 [The above text is followed by some Impossible Thing Before Breakfast |
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103 text which will be discussed in the Narrativism essay.] |
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104 |
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105 What's fun or good about that? Simulationist play looks awfully strange |
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106 to those who enjoy lots of metagame and overt social context during |
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107 play. "You do it just to do it? What the hell is that?" |
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108 |
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109 However, contrary to some accusations, it's not autistic or |
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110 schizophrenic, being just as social and group-Premise as any other |
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111 role-playing. The key issues are shared love of the source material and |
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112 sincerity. Simulationism is sort of like Virtual Reality, but with the |
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113 emphasis on the "V," because it clearly covers so many subjects. Perhaps |
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114 it could be called V-Whatever rather than V-Reality. If the Whatever is |
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115 a fine, cool thing, then it's fun to see fellow players imagine what you |
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116 are imagining, and vice versa. (By "you" in that sentence, I am |
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117 referring to anyone at the table, GM or player.) To the dedicated |
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118 practitioner, such play is sincere to a degree that's lacking in |
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119 heavy-metagame play, and that sincerity is the quality that I'm focusing |
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120 on throughout this essay. |
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121 |
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122 Sincere shared creativity: all role-playing has to have it. For some, |
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123 it's the whole point. |
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124 |
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125 Is the term fatally flawed? |
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126 More than once, people have called for abandoning the term "simulation" |
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127 in its entirety. Most of the objections arise from connotations of one |
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128 sort or another, since it gets used for all sorts of recreational or |
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129 applied things. If it's Simulationism, then what's it Simulating, and |
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130 what form does the resulting Simulation take? |
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131 |
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132 For better or for worse, this issue has never really struck home for me. |
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133 My call is that the term is is defined locally and historically, and not |
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134 really descriptive as such ("simulating") in nearly any application. |
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135 Here's the variety that I see: |
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136 |
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137 * Simulation in wargaming = historical plausibility ("realism"). |
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138 * Simulation in computer games = rendering, reaction time. |
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139 * Simulation in behavioral terms = "let's pretend" in terms of our |
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140 expressions, gestures, and voices. |
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141 * Simulate in emotional terms = related to lying, as in dissimulate or |
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142 simulated passion. |
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143 |
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144 Since the term does not carry a single meaning among all the other |
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145 contexts, assigning a specific meaning for role-playing just seems to be |
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146 par for the course and not especially or intrinsically confusing. |
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147 Hastily added: "to me." Maybe I'm just obdurate. |
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148 |
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149 Taking it role-playing specifically, a new issue arises: it's awfully |
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150 hard to get at goals of any kind right out of the texts. A good place to |
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151 start is Advanced Dungeons & Dragons, in just about the first text ever |
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152 that tried to explain what was going on (Dungeon Master's Guide, first |
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153 edition, 1979, TSR; the author is Gary Gygax): |
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154 |
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155 Of the two approaches to hobby games today, one is best described as |
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156 the realism-simulation school and the other as the game school. AD&D |
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157 is assuredly an adherent of the latter school. It does not stress any |
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158 realism ... It does little to attempt to simulate anything either. |
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159 ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun |
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160 and enjoyment of those who seek to use imagination and creativity. |
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161 |
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162 How to parse this? It seems unequivocal. However, first, this text is |
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163 palpably disingenuous regarding "simulates nothing" - the immense |
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164 efforts devoted in this book to the importance of in-game time and |
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165 in-game justifications of hit-points, retainer/hireling opinions, costs |
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166 for castle parts, and much more, do not support his claim. Second, and |
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167 more importantly, Gygax is speaking from a 1970s perspective of |
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168 role-playing existing as a subset of wargaming. What he calls simulation |
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169 or realism, I call historical accuracy; what he calls "game" |
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170 (imaginative, creative), I call Exploration. As an "umbrella point," |
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171 although D&D and AD&D of this era were procedurally mainly Gamist, all |
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172 accompanying text by Gygax in any publication represents, I think, very |
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173 hard-line post-wargame Simulationism as conceived by GNS theory. |
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174 |
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175 A somewhat lesser issue concerns whether I'm doing great violence to the |
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176 term Simulationism as proposed in the original Threefold Model. My |
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177 answer to this has two parts. (1) The Threefold definitions, for all |
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178 three modes, tend to benefit in this debate from being moving targets |
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179 over the years. (2) My set of theorizing, usually called "GNS" although |
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180 I'm starting to wish for a better umbrella term, explicitly disavows any |
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181 need for consistency with the Threefold. |
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182 |
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183 However, although I'm not convinced it's necessary, one possible |
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184 solution has arisen. Jack Spencer proposed "Emulation" for the goals of |
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185 play that I currently call Simulationism. If I felt any need for a |
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186 wholly new term, this would probably be it. |
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187 |
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188 Baseline Simulationist practice |
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189 The five elements of role-playing as laid out in my GNS essay are |
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190 obviously where we start. Modelling them is the ideal. My first point |
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191 about that is that the model need not be static; dynamic characters and |
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192 settings, for instance, are perfectly valid Simulationist elements. My |
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193 second point is that different types of Simulationist play can address |
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194 very different things, ranging from a focus on characters' most |
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195 deep-psychology processes, to a focus on the kinetic impact and |
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196 physiological effects of weapons, to a focus on economic trends and |
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197 politics, and more. I'll go into this lots more later. |
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198 |
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199 The second point is that the mechanics-emphasis of the modelling system |
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200 are also highly variable: it can handled strictly verbally (Drama), |
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201 through the agency of charts and arrows, or through the agency of |
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202 dice/Fortune mechanics. Any combination of these or anything like them |
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203 are fine; what matters is that within the system, causality is clear, |
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204 handled without metagame intrusion and without confusion on anyone's |
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205 part. That's why it's often referred to as "the engine," and unlike |
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206 other modes of play, the engine, upon being activated and further |
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207 employed by players and GM, is expected to be the authoritative motive |
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208 force for the game to "go." |
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209 |
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210 The game engine, whatever it might be, is not to be messed with. It is |
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211 causality among the five elements of play. Whether everyone has to get |
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212 the engine in terms of its functions varies among games and among |
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213 groups, but recognizing its authority as the causal agent is a big part |
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214 of play. (To repeat, the engine's extent and detail aren't the point; I |
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215 could be talking about a notecard of brief "stay in character" |
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216 requirements or a 300-page set of probability charts.) By the way, |
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217 moving the GM into a position of authority over the rules/system is a |
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218 derived state of the rules' authority; I'll discuss that later. |
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219 |
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220 Many Simulationist systems also emphasize modularity - you've got the |
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221 baseline engine for what happens, so for specialty phenomena, whatever |
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222 new rules go on top must not violate or devalue that baseline. When a |
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223 system is very strong in this regard, it's what most people call |
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224 "universal" or "generic," by which they mean customizable through |
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225 addition. |
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226 |
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227 My final point is that this mode requires clear |
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228 player-character/real-person boundaries, in terms of in-character |
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229 knowledge and metagame knowledge. There's no single set of boundaries |
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230 that applies to all ways to play Simulationist, but whatever they are in |
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231 a given instance, they must be clear and abided by. |
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232 |
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233 How-to-play text |
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234 A lot of game texts in this tradition reach for a fascinating ideal: |
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235 that reading the book is actually the start of play, moving seamlessly |
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236 into group play via character creation. Features of some texts like the |
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237 NPC-to-PC explanatory style and GM-only sections are consistent with |
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238 this ideal, as well as the otherwise-puzzling statement that character |
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239 generation is a form of Director stance. It supports the central point |
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240 of this essay, that the value of Simulationist play is prioritizing the |
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241 group imaginative experience, to an extent that expands the very notion |
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242 of "play" into acts that from Narrativist or Gamist perspectives are not |
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243 play at all. |
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244 |
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245 This ideal poses two problems: one for the GM in particular, and one for |
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246 the group as a whole. |
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247 |
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248 The GM problem, only partly solved by GM-only sections, is that it makes |
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249 it very hard to write a coherent how-to explanation for scenario |
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250 preparation and implementation. Putting this sort of information right |
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251 out "in front of God and everybody" is counter-intuitive for some |
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252 Simulationist-design authors, because it's getting behind the curtain at |
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253 the metagame level. The experience of play, according to the basic goal, |
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254 is supposed to minimize metagame, but preparation for play, from the |
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255 GM's perspective, is necessarily metagame-heavy, and if reading the book |
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256 is assumed to be actually beginning to play ... well, then a certain |
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257 conflict of interest sets into the process. |
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258 |
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259 The usual textual solution is to assume that the GM is already on the |
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260 same page and to address him or her as a co-conspirator. In many games, |
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261 however, such information is outright punted, such that a GM must bring |
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262 a particular set of experiences and values to the text in the first |
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263 place in order to play the game. |
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264 |
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265 The whole-group problem is that individually-conducted character |
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266 creation often produces differing conclusions about the point of play |
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267 from player to player, which is to say, the characters are fully |
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268 plausible and created by the rules, but are also manifestly incapable of |
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269 interacting in terms of any one person's desired genre/setting. The |
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270 classic example in fantasy-adventure play is the party including a |
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271 paladin and an assassin; the one in superhero play is the super-team |
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272 that includes both a Spider-Man clone and a Wolverine clone. |
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273 |
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274 The usual textual solution is to urge that all character creation be |
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275 subject to the approval of the GM, which in practice poses some |
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276 problems. For instance, it assumes that the Social Contract of the game |
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277 group permits such authority and presents no procedure to follow if that |
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278 happens not to be the case. Also, I have never seen any text explaining |
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279 what a GM is supposed to do or to say to the player regarding how to |
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280 re-write the character or to design a new one; every example, and there |
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281 are many, seems to assume that the GM "just knows" how to communicate |
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282 the je ne sais qua to the player. |
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283 |
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284 I suggest that genuinely helpful, teaching-oriented text that does not |
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285 fall into synecdoche ("real role-players," etc) would be a tremendous |
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286 benefit to presenting straightforwardly Simulationist games. Such text |
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287 would include methods for GMs to prepare scenarios from a fully-metagame |
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288 perspective - which is to say, the ideal of the book "being play" would |
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289 have to be lost temporarily - as well as methods for the GM's work |
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290 during character creation itself. Furthermore, this text would have to |
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291 be practical and compelling to players in a way that "All character |
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292 creation is subject to the approval of the GM" is not - for instance, it |
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293 would inspire players to avoid the paladin-assassin problem on their |
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294 own, during the creation of the first characters rather than the second |
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295 ones. |
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296 |
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297 Historically, such text has been rare. Well, actually, it's rare for any |
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298 mode of play, but I submit that Simulationist-oriented games have tended |
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299 to have special trouble with it due to the widely-held ideal of treating |
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300 the text experience as play. |
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301 |
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302 Internal Cause is King |
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303 Consider Character, Setting, and Situation - and now consider what |
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304 happens to them, over time. In Simulationist play, cause is the key, the |
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305 imagined cosmos in action. The way these elements tie together, as well |
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306 as how they're Colored, are intended to produce "genre" in the general |
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307 sense of the term, especially since the meaning or point is supposed to |
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308 emerge without extra attention. It's a tall order: the relationship is |
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309 supposed to turn out a certain way or set of ways, since what goes on |
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310 "ought" to go on, based on internal logic instead of intrusive agenda. |
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311 Since real people decide when to roll, as well as any number of other |
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312 contextual details, they can take this spec a certain distance. However, |
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313 the right sort of meaning or point then is expected to emerge from |
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314 System outcomes, in application. |
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315 |
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316 Clearly, System is a major design element here, as the causal anchor |
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317 among the other elements. As I outlined in the previous essay, System is |
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318 mainly composed of character creation, resolution, and reward mechanics. |
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319 |
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320 During character generation, layering and overt currency are frequently |
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321 employed to engage the player in Simulationist play during the process. |
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322 |
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323 Layering may be employed to establish and identify the character's |
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324 plausibility in terms of the game-world itself. For a look at the |
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325 historical differences among games, compare the methods for establishing |
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326 player-character skill competence in early RuneQuest (Simulationist) |
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327 with those of Hero Wars (Narrativist). In Hero Wars, the system limits |
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328 how many of the thirty or so starting abilities are assigned high values |
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329 (two really good ones and one great one), but not which ones. Whereas in |
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330 RuneQuest, every skill has a starting-character value based on its |
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331 commonality and difficulty to learn, and every skill is rated in money |
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332 regarding learning higher values of competence, based both on difficulty |
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333 to learn and who teaches the skill. Hero Wars character creation, which |
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334 is minimally layered, isn't concerned with the implausibility of having |
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335 a mastery-level in Greatsword be just as "likely" as having it in |
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336 Farming; RuneQuest character creation, which is maximally layered, |
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337 emphatically is. |
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338 |
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339 To repeat, the above point is historical. Whether the distinction I've |
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340 drawn holds for any and all Simulationist play potential, I don't know. |
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341 |
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342 A related issue is prerequisite attributes and abilities for a given |
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343 ability, which represent a further step of layering. Prerequisites are |
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344 common in historical Simulationist and Gamist design, and in the former, |
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345 I think they are present specifically to reinforce the same |
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346 plausibility/likelihood issue. |
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347 |
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348 For currency, consider Champions or many of the games based on its |
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349 principles. From a Simulationist perspective on play, if a given feature |
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350 costs more than another, or if it can be traded off with some other |
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351 feature, or if it plus another feature mathematically yield a third, |
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352 then it's all built to focus attention and assign cause from "is" to |
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353 "does" in the imagined game-context. That cause must be (a) engaging (as |
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354 for any RPG) and (b) causally continuous through the layers, providing |
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355 for many equally-functional, equally-plausible, and potentially |
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356 equally-enjoyable options. |
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357 |
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358 I think this combined approach and perceived purpose of layering and |
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359 currency is why attribute + skill systems have remained entrenched - a |
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360 strong sub-set of the Simulationist perspective demands that the |
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361 in-world ontogeny of a character's ability be integrated into the |
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362 process of establishing it on the character sheet. |
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363 |
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364 Resolution mechanics, in Simulationist design, boil down to asking about |
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365 the cause of what, which is to say, what performances are important |
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366 during play. These vary widely, including internal states, interactions |
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367 and expressions, physical motions (most games), and even decisions. Two |
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368 games may be equally Simulationist even if one concerns coping with |
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369 childhood trauma and the other concerns blasting villains with lightning |
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370 bolts. What makes them Simulationist is the strict adherence to in-game |
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371 (i.e. pre-established) cause for the outcomes that occur during play. |
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372 Before talking about dice or other specific resolution mechanics, I'll |
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373 discuss two elements of Resolution which are rarely recognized: the |
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374 treatment of in-game time and space. These are a big deal in |
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375 Simulationist play as universal and consistent constraints, which must |
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376 apply equally to any part of the imagined universe, at any point during |
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377 play. |
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378 |
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379 To talk about this, let's break the issue down a little: |
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380 |
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381 * In-game time occurs regarding the actually-played imaginary moments |
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382 and events. It's best expressed by combat mechanics, which in |
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383 Simulationist play are often extremely well-defined in terms of |
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384 seconds and actions, but also by movement rates at various scales, |
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385 starship travel times, and similar things. |
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386 * Metagame time is rarely discussed openly, but it's the crucial one. |
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387 It refers to time-lapse among really-played scenes: can someone get |
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388 to the castle before someone else kills the king; can someone fly |
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389 across Detroit before someone else detonates the Mind Bomb. Metagame |
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390 time isn't "played," but its management is a central issue for |
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391 scene-framing and the outcome of the session as a whole. |
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392 * Real time is, of course, the real time of play as experienced by the |
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393 people at the table. I think comparing between its flow and that of |
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394 the in-game time is a crucial issue as well - when is a huge hunk of |
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395 real time necessary to establish a teeny bit of in-game time, and |
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396 vice versa? |
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397 |
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398 The following text is also from the first edition of the Dungeon |
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399 Master's Guide (TSR, 1979); the author is Gary Gygax. |
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400 |
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401 Game time is of the utmost importance. Failure to keep careful track |
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402 of time expenditure by player characters will result in many anomalies |
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403 in the game. ... |
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404 |
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405 One of the things stated in the original game of D&D was the |
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406 importance of recording game time with respect to each and every |
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407 player-character in a campaign. In AD&D it is emphasized even more: |
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408 YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN UNLESS EXTENSIVE RECORDS ARE |
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409 KEPT. |
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410 |
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411 [provides an example, then:] |
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412 |
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413 You may ask why time is so important if it causes such difficulties |
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414 with record-keeping, dictates who can or can not go adventuring during |
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415 a game session, and disperses player characters to the four winds by |
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416 its strictures. Well, as initially pointed out, it is a necessary |
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417 penalty imposed on characters for certain activities [making magic |
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418 items - RE]. Beyond that, it also gives players yet another |
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419 interesting set of choices and consequences. The latter tends to bring |
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420 more true-to-life quality to the game, as some characters will use |
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421 precious time to the utmost advantage, some will treat it lightly, and |
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422 some will be constantly wasting it to their complete detriment. Time |
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423 is yet another facet which helps to separate the superior players from |
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424 the lesser ones. |
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425 |
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426 That latter point bears close, close examination. Gygax is not talking |
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427 about winning, I think, but about a quality. This is his value judgment |
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428 about how to play this game. His "true to life quality," I think, is |
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429 synonymous with his earlier reference to creativity and imagination, or |
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430 Simulationism (prioritizing Exploration) as defined by me. |
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431 |
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432 Gygax's text perfectly states the Simulationist view of in-game time. It |
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433 is a causal constraint on the other sorts. One can even find, in many |
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434 early game texts, rules that enforce how in-game time acts on real time, |
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435 and vice versa. However, most importantly, it constrains metagame time. |
|
436 It works in-to-out. In-game time at the fine-grained level (rounds, |
|
437 seconds, actions, movement rates) sets incontrovertible, foundation |
|
438 material for making judgments about hours, days, cross-town movment, and |
|
439 who gets where in what order. I recommend anyone who's interested to the |
|
440 text of DC Heroes for some of the most explicit text available on this |
|
441 issue throughout the book. |
|
442 |
|
443 So much for time; now let's talk space. Rules for characters' movement |
|
444 in the imagined space of the situation go all the way back to wargaming, |
|
445 in the (to us oldies) familiar forms of grids and hex-maps, counters, |
|
446 and even rules or tape-measures. The original context was pretty |
|
447 large-scale: the movement of troops, heavy vehicles, squadrons, and so |
|
448 on. For role-playing in the "new" sense, the scale got bumped down to |
|
449 the individual level, and so came to emphasize facing, movement rate, |
|
450 turn rate, number of personal actions, and similar. |
|
451 |
|
452 The interesting thing is that most of these specific details have been |
|
453 lost in most, although not all, Simulationist rules design over the |
|
454 decades, with nary a whimper. Why? Because second-to-second kinetics |
|
455 ceased to be (or rarely were) the issue of Exploration at hand, |
|
456 particularly in genre-heavy play (see later). The Situation of interest |
|
457 typically isn't "facing" when we want Character, Setting, System, |
|
458 Situation, and Color to fire on shared cylinders with full |
|
459 internal-consistency and agreed-upon thematic outcomes. |
|
460 |
|
461 It's significant, I think, that movement-specific mechanics do remain in |
|
462 many Gamist RPG design as an element of tactical challenge. |
|
463 |
|
464 Now for the more nitty-gritty resolution mechanics, or DFK (Drama, |
|
465 Karma, Fortune). Historically speaking, the System has been based on |
|
466 task resolution, not conflict resolution, regardless of scale. Don't |
|
467 mistake "conflict" for "large-scale task." This point is independent of |
|
468 the system's complexity; it applies to rock-paper-scissors and GM-fiat |
|
469 as well as to dice and tables. |
|
470 |
|
471 The causal sequence of task resolution in Simulationist play must be |
|
472 linear in time. He swings: on target or not? The other guy dodges or |
|
473 parries: well or badly? The weapon contacts the unit of armor + body: |
|
474 how hard? The armor stops some of it: how much? The remaining impact |
|
475 hits tissue: how deeply? With what psychological (stunning, pain) |
|
476 effects? With what continuing effects? All of this is settled in order, |
|
477 on this guy's "go," and the next guy's "go" is simply waiting its turn, |
|
478 in time. |
|
479 |
|
480 The few exceptions have always been accompanied by explanatory text, |
|
481 sometimes apologetic and sometimes blase. A good example is |
|
482 classic hit location, in which the characters first roll to-hit and |
|
483 to-parry, then hit location for anywhere on the body (RuneQuest, GURPS). |
|
484 Cognitively, to the Simulationist player, this requires a replay of the |
|
485 character's intent and action that is nearly intolerable. It often |
|
486 breaks down in play, either switching entirely to called shots and |
|
487 abandoning the location roll, or waiting on the parry roll until the hit |
|
488 location is known. Another good example is rolling for initiative, which |
|
489 has generated hours of painful argument about what in the world it |
|
490 represents in-game, at the moment of the roll relative to in-game time. |
|
491 |
|
492 The most common Simulationist resolution is handled through Fortune, |
|
493 specifically Fortune-at-the-End. This term refers to a dice roll (or |
|
494 cards, or whatever) which is consulted after all possible pre-resolution |
|
495 description of the actions in question has been delivered. Its |
|
496 alternative, Fortune-in-the-Middle, is not historically observed in |
|
497 Simulationist game design. (See glossary for definitions and links.) |
|
498 |
|
499 A useful way to look at Fortune in much Simulationist play is to think |
|
500 of anything that isn't rolled as being a 100% outcome on an implied |
|
501 roll. The extreme view (see the Purist for System category below) is to |
|
502 interpret the whole shootin' universe as tacitly operating according to |
|
503 the d100 or the 3d6 or whatever that's used to handle character task |
|
504 resolution. |
|
505 |
|
506 An entire discussion awaits concerning the shape of dice curves, |
|
507 modifiers' effects, separate vs. incorporated effects, and more. I look |
|
508 forward to this on the forums. Also, more details about resolution in |
|
509 Simulationist games are presented below, when I break down the sub-types |
|
510 in detail. |
|
511 |
|
512 Finally, reward mechanics remain a topic of vast debate and design |
|
513 potential in Simulationist games. I think the following historical |
|
514 categories barely scratch the surface. |
|
515 |
|
516 BRP style: character improvement is literally a function of play just as |
|
517 any other action, via practice and study. This is the famous "if you |
|
518 succeed with a skill during play, roll over your skill percent between |
|
519 sessions in order to improve." The pitfall is graininess, such that one |
|
520 can then start debating about whether one should learn more or less |
|
521 across ten "hits" against one opponent vs. one hit each for ten |
|
522 opponents, why one does or doesn't learn from a failed attempt, and how |
|
523 study is to be rated and applied (much less how it's to be played) |
|
524 relative to the "experience" methods. |
|
525 |
|
526 Hero style: the player gains points simply for being there (despite |
|
527 attempts at parsing it, that's what it amounts to), and the |
|
528 point-allocation based cost of character creation continues to be |
|
529 applied. The character is added to in terms of the points that were |
|
530 originally used to assemble him, and arguably as an expression of the |
|
531 same in-game developmental processes involved. In this case, the |
|
532 point-gains are metagame, but the spending is supposed to use in-game |
|
533 logic, sometimes reinforced by "corralling" sections of the character |
|
534 off from one another. The pitfall is reaching degrees of improvement |
|
535 which themselves violate the genre-level standards of that particular |
|
536 play, which some games overcome by making the intersession correspond to |
|
537 substantial in-game time. |
|
538 |
|
539 In either case, the key issue is that character change potentially |
|
540 disrupts the current relationship among the components of the character. |
|
541 Options to fix the problem are generally unsatisfactory: (1) slow it |
|
542 down, and (2) permit only tiny changes. One option, rarely seen, is to |
|
543 include kind of a secondary, add-on game with its own set of components, |
|
544 as with Rune status in RuneQuest. (I realize that not everyone knows all |
|
545 of the games I'm referencing, and I certainly don't have all historical |
|
546 RPGs memorized. This topic definitely calls for more discussion in the |
|
547 forums, where we have room to describe all the various examples in |
|
548 detail.) |
|
549 |
|
550 The diversity of Simulationist game design |
|
551 Here's a quick overview of existing diversity in Simulationist play. I'm |
|
552 focusing on fun, functional, coherent play - none of the following is a |
|
553 criticism or indictment. Also, I've tried to represent as many |
|
554 creator-owned titles as possible, but I'll refer to others as needed. |
|
555 |
|
556 My overall point is that, although Simulationist play is defined as |
|
557 prioritizing Exploration of the five elements, its diversity is not a |
|
558 five-headed, one-element-per-submode hydra. All five elements are always |
|
559 involved. In defining the subtypes of this mode of play, here are the |
|
560 issues: (1) whether Exploring System is primary, and (2) which of the |
|
561 other elements are necessary "support" or "chassis" and which ones are |
|
562 diminished in emphasis. |
|
563 |
|
564 Purists for System |
|
565 What games are these? EABA, JAGS, SOL, Pocket Universe, and Fudge are |
|
566 deliberately "generalist" regarding setting. The big commercial models |
|
567 are GURPS, BRP (in its "unstripped" form), DC Heroes (now Blood of |
|
568 Heroes), Rolemaster, D6 (derived and considerably Simulationized from |
|
569 Star Wars), and the Hero System (as such, mainly derived from Danger |
|
570 International and Fantasy Hero rather than early Champions). Whether D20 |
|
571 should be included in this category is a matter for some debate. |
|
572 |
|
573 These games' five-element structure is consistent: System + Color |
|
574 thereof, Setting, then Character + Situation. I'm trying to think of one |
|
575 which switches the role of character before setting, which might include |
|
576 some some superhero games. It might seem odd that Color is placed so |
|
577 high in priority, but consider the engineering-text model for the game |
|
578 text of GURPS - this is, actually, Color for System. |
|
579 |
|
580 A lot of people have trouble with the notion of "Exploring System." They |
|
581 argue that playing a game like Fudge is necessarily Setting-first. I |
|
582 disagree, but this debate properly belongs in the forums. |
|
583 |
|
584 In these games, the System is all about Fortune and all about Currency. |
|
585 |
|
586 Regarding Fortune, probabilities are the key to achieving the basic |
|
587 Simulationist internal-cause priority. Consider both comparative |
|
588 probabilities among characters at a given moment as well as |
|
589 probabilities in transition within a character over time - in action |
|
590 (actually resolving tasks), these are what drive the game. For these |
|
591 games, a unified probability mechanic to handle any game-modelled |
|
592 instance is the ideal, usually resulting in a single tables-based |
|
593 concept such as the Universal Table in DC Heroes. |
|
594 |
|
595 Purist-for-System designs tend to model the same things: differences |
|
596 among scales, situational modifiers, kinetics of all kinds, and so |
|
597 forth. The usual issues surrounding incorporated vs. unincorporated |
|
598 effects, opposed vs. target number mechanics, the interaction of |
|
599 switches and dials, and probability-curvature shape are therefore the |
|
600 main things to distinguish these systems from one another. Compared to |
|
601 other designs, high search and handling times, as well as many |
|
602 points-of-contact, are acceptable features. (Please see the Glossary for |
|
603 the definition of points-of-contact). |
|
604 |
|
605 Here's some text from the introduction to SOL: the Omniversal |
|
606 Role-playing System (1994, Heraldic Games; the author is Keith W. |
|
607 Sears): |
|
608 |
|
609 I wanted to make an RPG that went beyond those described as |
|
610 "Universal", "Generic", or "Multi-genre." Many of the games with these |
|
611 tags fall short of what they're supposed to be...playable in any genre |
|
612 of fiction. |
|
613 |
|
614 It seems that whenever a very unusual situation pops up, many of these |
|
615 "universal" games must revise the rules they already have in order to |
|
616 cover it. An example would be the climactic battle between a very tiny |
|
617 man and a normal-sized spider in the movie, The Incredible Shrinking |
|
618 Man. You can't simulate that in most RPGs without a major reworking of |
|
619 the rules just to handle that one situation. SOL was created to |
|
620 encompass roleplaying on any scale--from gods to viruses. |
|
621 ... |
|
622 [in terms of my overall point for this essay, I couldn't help but |
|
623 include his sign-off phrase - RE] Keep Dreaming! |
|
624 |
|
625 Regarding Currency, in these games, the imagined universe is made of |
|
626 "points." Therefore character creation and often resolution are often |
|
627 characterized by layering: paying points to get values for named scores, |
|
628 which themselves are mathematically derived to produce effective values. |
|
629 Interestingly, in-game money and possessions are often considered merely |
|
630 another facet of the universe that can be expressed in these points. |
|
631 This relationship between points and reality seems very well entrenched |
|
632 in Purist for System design, which is understandable, as it provides |
|
633 concrete insights to the internal-cause heart of the game that a player |
|
634 can latch onto prior to play. |
|
635 |
|
636 In terms of character/player roles, characters in these games are |
|
637 solidly defined in terms only of my third and fourth categories: in-game |
|
638 character occupation, and the specific abilities that are associated |
|
639 with or in addition to that. (See the glossary for a discussion of these |
|
640 terms.) |
|
641 |
|
642 In this sort of design, there's no possible excuse for any |
|
643 imperfections, including scale-derived breakdowns of the fundamental |
|
644 point/probability relationships. The system must be cleanly and at the |
|
645 service of the element(s) being emphasized, in strictly in-game-world |
|
646 terms. A good one is elegant, consistent, applicable to anything that |
|
647 happens in play, and clear about its outcomes. It also has to have |
|
648 points of contact at any scale for any conceivable thing. It cannot |
|
649 contain patch-rules to correct for inconsistencies; consistency is the |
|
650 essence of quality. |
|
651 |
|
652 As I see it, Purist for System design is a tall, tall order. It's |
|
653 arguably the hardest design spec in all of role-playing. |
|
654 |
|
655 In play, these games offer a lot of diversity because both the |
|
656 character-to-player relationship and the GM-to-outcomes relationship are |
|
657 fully customizable. Players might well utilize Pawn stance as Actor |
|
658 stance or any other, and the GM may care greatly about a given goal or |
|
659 situation to be set up during play, or not at all. The only required |
|
660 priority is to enjoy the System in action. (I'm not claiming here that |
|
661 the other four elements are irrelevant, though.) |
|
662 |
|
663 High Concept |
|
664 In cinema, "High Concept" refers to any film idea that can be pitched in |
|
665 a very limited amount of time; the usual method uses references to other |
|
666 films. Sometimes, although not necessarily, it's presented as a |
|
667 combination: "Jaws meets Good Will Hunting," or that sort of thing. I'm |
|
668 adopting it to role-playing without much modification, although |
|
669 emphasizing that the source references can come from any medium and also |
|
670 that the two-title combo isn't always employed. |
|
671 |
|
672 The key word is "genre," which in this case refers to a certain |
|
673 combination of the five elements as well as an unstated Theme. How do |
|
674 they get to this goal? All rely heavily on inspiration or kewlness as |
|
675 the big motivator, to get the content processed via art, prose style, |
|
676 and more. "Story," in this context, refers to the sequence of events |
|
677 that provide a payoff in terms of recognizing and enjoying the genre |
|
678 during play. |
|
679 |
|
680 This sort of game design will be familiar to almost anyone, represented |
|
681 by Arrowflight (Setting), Pax Draconis (Setting), Godlike (Setting), Sun |
|
682 & Storm (Setting + Situation), Dreamwalker (Situation), The Godsend |
|
683 Agenda (Character-Setting tug-of-war), The Collectors (applied Fudge, |
|
684 Situation + Character), Heartquest (applied Fudge; Character), Children |
|
685 of the Sun (Setting), Fvlminata (Setting), and Dread (Situation + |
|
686 Character), Fading Suns (Setting), Earthdawn (Setting), Space: 1889 |
|
687 (Setting), Mutant Chronicles (Setting), Mage first edition (Character), |
|
688 Mage second edition (Setting), Ironclaw (Setting), and Continuum |
|
689 (Setting with a touch of System). Many Fantasy Heartbreakers fall into |
|
690 this category, almost all Setting-based. Some of the best-known games of |
|
691 this type include Tekumel, Jorune, Traveller (specifically in its |
|
692 mid-80s through mid-90s form), Call of Cthulhu, Pendragon, Nephilim, |
|
693 Feng Shui, the various secondary settings for AD&D2 like Al-Qadim, and |
|
694 quite a few D20 or WEG games which rely on licensing. I am coming to |
|
695 think of D20 as a kind of High Concept chassis, a very new and |
|
696 interesting development in RPG design. |
|
697 |
|
698 Also, most incoherent game designs are partly or even primarily High |
|
699 Concept Simulationist as well, with AD&D2 and Vampire (first edition) as |
|
700 the best-known examples. |
|
701 |
|
702 At first glance, these games might look like additions to or |
|
703 specifications of the Purist for System design, mainly through plugging |
|
704 in a fixed Setting. However, I think that impression isn't accurate, and |
|
705 that the five elements are very differently related. The formula starts |
|
706 with one of Character, Situation, or Setting, with lots of Color, then |
|
707 the other two (Character, Situation, or Setting, whichever weren't in |
|
708 first place), with System being last in priority. |
|
709 |
|
710 I also recommend examining Theme carefully. In this game, it's present |
|
711 and accounted for already, before play. The process of prep-play-enjoy |
|
712 works by putting "what you want" in, then having "what you want" come |
|
713 out, with the hope that the System's application doesn't change anything |
|
714 along the way. |
|
715 |
|
716 Character creation is far more delimited as well, relying heavily on |
|
717 Setting and Situation. In this case, the "points" are pure metagame for |
|
718 purposes of making characters; they don't reflect or underly the |
|
719 universe in action as in the Purist for System games. Starting |
|
720 characters tend to be very colorful and described by many terms and |
|
721 numbers, but relatively static: waiting for their hook, so to speak. |
|
722 Hooks are often built-in; unlike the Purist for System methods, the |
|
723 player-to-character relationship usually includes my second "role level" |
|
724 in addition to the third and fourth. |
|
725 |
|
726 Quantitatively, the more common character creation methods (which are |
|
727 not unique to Simulationist design) include less layering but more |
|
728 nesting (i.e. options within options, as well as the one-from-column-A, |
|
729 one-from-column-B approach established by Vampire), and almost always |
|
730 the relatively clumsy "GM approval" proviso. The specific method is |
|
731 usually based on points, but sometimes with Fortune methods to render a |
|
732 character role/type less likely to occur (making them more expensive |
|
733 with points also aims at this function). Notably, in-game money isn't |
|
734 modeled by the point-system during play. |
|
735 |
|
736 The System is not all about Fortune, either, and these games can be very |
|
737 uneasy in this regard. Dice-based resolutions sometimes represent much |
|
738 noise and effort about not much effect, i.e., random factors tend not to |
|
739 deviate from expected results very much. Some games display a small |
|
740 range of possible Effect (i.e. damage rarely harms an opponent very much |
|
741 at a time), slight metagame adjustments to minimize extreme results, or |
|
742 a lot of offered strategies for the GM to soften or redirect the effects |
|
743 that occur. |
|
744 |
|
745 Points-of-contact are far more directional; things which aren't relevant |
|
746 to the Explorative focus are often summarized and not "System'ed" with |
|
747 great rigor. When done well, such that the remaining, emphasized |
|
748 elements clearly provide a sort of "what to do" feel, this creates an |
|
749 extremely playable, accessible game text. Dread offers the perfect |
|
750 example for the lower points-of-contact end; Arrowflight and Godlike are |
|
751 similar but more reassuringly nail-even-the-irrelevant-down at the |
|
752 higher points-of-contact end. The truly outstanding games illustrating |
|
753 this latter approach are Call of Cthulhu, Unknown Armies, and Pendragon. |
|
754 |
|
755 However, when it's done badly, resolutions are rife with breakpoints and |
|
756 GM-fiat punts, and a great deal of effort during character creation |
|
757 yields little sense of what the character is is about to do. |
|
758 |
|
759 Reward systems in High Concept games are typically quite slow-acting, |
|
760 requiring several sessions of play for any in-game benefit to kick in. |
|
761 Strangely, they are also often hard to find in the texts, being |
|
762 shoehorned in among character creation or GM instructions, or with their |
|
763 parts (how to award points, how to spend points) dispersed. |
|
764 |
|
765 High Concept play can be divided neatly into those which are greatly |
|
766 concerned with "the big story" and those which are not. Historically, |
|
767 the latter used to be the most common: Call of Cthulhu, Jorune, or more |
|
768 recently Dread and Godlike, in which "the story" only refers to a record |
|
769 of short-term events and set-pieces. However, following the spearhead |
|
770 for this type of game text, Ars Magica, now the long-term story-type is |
|
771 more common. A lot of internet blood has been spilled regarding how this |
|
772 phenomenon is or is not related to Narrativist play, but I think it's an |
|
773 easy issue. The key for these games is GM authority over the story's |
|
774 content and integrity at all points, including managing the input by |
|
775 players. Even system results are judged appropriate or not by the GM; |
|
776 "fudging" Fortune outcomes is overtly granted as a GM right. |
|
777 |
|
778 The Golden Rule of White Wolf games is a covert way to say the same |
|
779 thing: ignore any rule that interferes with fun. No one, I presume, |
|
780 thinks that any player may invoke the Golden Rule at any time; what it's |
|
781 really saying is that the GM may ignore any rule (or any player who |
|
782 invokes it) that ruins his or her idea of what should happen. |
|
783 |
|
784 The functional version of such play is properly called Illusionism, |
|
785 which has undergone a good deal of debate and clarification at the Forge |
|
786 (see glossary). Most of these game texts overtly instruct the GM to |
|
787 practice Illusionism, for example in Arrowflight (2002, Deep 7; the |
|
788 author is Todd Downing). |
|
789 |
|
790 Driving the Plot |
|
791 Once you've constructed your magnum opus of a campaign plot, the |
|
792 players will inevitably find ways to exploit, ignore, or downright |
|
793 break all of your hard work. You can either let that happen, or you |
|
794 can crack the whip and get them back in line. Don't be afraid of |
|
795 exploiting a character's past or weakness to ensure complicity. After |
|
796 all, you are the storyteller. Without you, they'd be playing Monopoly. |
|
797 Some of the tried and true methods of driving a plot are as follows: |
|
798 |
|
799 - Start the characters off in Adversity. Strip them of everything ... |
|
800 - Alternately, have them called upon to serve the Common Good ... |
|
801 - Appeal to any number of Baser Instincts ... |
|
802 - Force them in a certain direction with Rule of Law ... |
|
803 - Similar to the Rule of Law, you can direct your players with Threat |
|
804 of Bodily Harm ... |
|
805 |
|
806 Whatever you do, make sure it is not a no-win scenario. Nothing will |
|
807 frustrate and alienate players more than a dead end with no way out. |
|
808 |
|
809 "Story" emerges from the GM's efforts in this regard, with players being |
|
810 either cooperative (passively or actively), or obstreperous, in which |
|
811 case various "don't let them take over" methods are encouraged. Players |
|
812 are enjoined to immerse, by which they mean "keep your metagame agenda |
|
813 out of it," at the aesthetic level. It's best understood as Illusionism |
|
814 by full consent, which is what keeps it from being railroading, in that |
|
815 instead of making a story as an author does, the player is enjoying |
|
816 being in the story. In system and character generation terms, that's |
|
817 pretty much what's empowered to happen. I'll give this entire topic a |
|
818 full comparison and analysis in the Narrativism essay. |
|
819 |
|
820 A final point: writing a High Concept Simulationist game is actually |
|
821 much easier than writing a Purist for System one, as complex |
|
822 Setting-prep or Situation-prep have a lot in common with writing a story |
|
823 and knowing "how it's supposed to go" but not finishing it. However, |
|
824 playing this kind of game is actually harder in some ways - everyone |
|
825 must be pumped about the in-game content, but without reference to a |
|
826 corresponding metagame. Check out [9]Mongrel to see what you think of my |
|
827 take on this sort of game design. |
|
828 |
|
829 Rules-lite Story or Character priorities |
|
830 This section is likely to get me into trouble, so I'll tread carefully. |
|
831 I suggest that many self-described "rules-lite" or "story-oriented" |
|
832 role-playing games represent a derived version of the High Concept |
|
833 model, slanted heavily toward Situation - especially Situation which is |
|
834 under complete GM control, overt or covert. Players get to contribute |
|
835 tons of Color, even content, but never outcomes or final-resolutions, |
|
836 and playing the character as conceived is the first priority, sometimes |
|
837 taken to extremes of Actor Stance (e.g. Turku play, see the Glossary). |
|
838 Character and Situation are prioritized with Color, with Setting next, |
|
839 and lastly the formal System, which is slanted strongly toward |
|
840 Drama-mechanics. This mode of play may be strongly linked with LARP |
|
841 crossovers. |
|
842 |
|
843 Here's my point: in application, a covert System is heavily, heavily |
|
844 entrenched, regardless of whatever to-hit modifiers or dice rolls have |
|
845 been peeled away. This system is based on Social Contract (what we all |
|
846 agree is "good" or "fun") and Social Context (i.e. the subculture that |
|
847 players belong to), and it is sternly reinforced through these means. I |
|
848 think it's significant that literal referees - on-the-spot judges of |
|
849 what can and cannot happen - are a necessary feature as soon as groups |
|
850 get beyond a certain size. |
|
851 |
|
852 It's not just High Concept though. It looks like it - the heavy emphasis |
|
853 on story/genre, with overt eschewing of System, but it's also (a) |
|
854 actually pretty heavy on Drama-driven or Karma-driven System and (b) |
|
855 emphasizes customizable Settings as in Purist for System play. So I |
|
856 think it's worth its own category. |
|
857 |
|
858 From the introduction to Theatrix (1993, Backstage Press, authors are |
|
859 David Berkman, Travis Eneix, and Brett Hackett): |
|
860 |
|
861 Making a story come to life can be a difficult task. Previous |
|
862 generations of game systems have been rules bound, trapped within |
|
863 their own structure and rigidity. We wanted to produce a game that |
|
864 would help you in every way, not hinder you. So we developed a system |
|
865 of rules that is written to evolve along with your style of |
|
866 storytelling and roleplaying. These rules can be used to guide every |
|
867 facet of the game's progress, without becoming intrusive. You can use |
|
868 all the rules, or easily peel them away in layers, until you're |
|
869 running free-form games. The rules heavily encourage adopting this |
|
870 style of play, making themselves unnecessary. |
|
871 |
|
872 In other words, the system helps create story by fading away, much like |
|
873 the Dictatorship of the Proletariat. I think that this whole design |
|
874 effort arises from a desire for "big story" in the face of |
|
875 Purist-for-System design and mainly Fortune-driven High Concept design. |
|
876 In the effort to get out of that sort of Simulationist play, the thought |
|
877 is to get rid of the System that supports it, with any explicit System |
|
878 being perceived as that sort of system. I consider this a problematic |
|
879 design goal but it's widespread enough to merit a category. What makes |
|
880 it difficult to discuss is that its explict story-creation goals are |
|
881 similar to those of Narrativist play, but the operational process is |
|
882 stripped-down High Concept Simulationism. (See the GNS stuff below for |
|
883 further discussion.) |
|
884 |
|
885 Fudge includes some text that might qualify it for this category, but |
|
886 operationally, the "story-oriented" reader who is captured by this text |
|
887 will swiftly be puzzled by the rules' emphasis on layered task |
|
888 resolution and repeated (and repeated) focus on scaling. I think Fudge |
|
889 is best described as low-search&handling-time Purist for System instead. |
|
890 |
|
891 I'm probably going to catch heat for this, but it seems to me that The |
|
892 Window and Theatrix both lend themselves toward this mode of play, if |
|
893 Drifted a bit from their textual tenets, on the basis of their systems |
|
894 and the GM's ability to organize the IIEE elements of play with a free |
|
895 hand. (See the Glossary for the definition of IIEE.) |
|
896 |
|
897 Some of the difficulties of this mode of play are outlined in the |
|
898 comparison with Narrativism and my criticisms of transparency below. |
|
899 |
|
900 Setting-creation and universe-play mechanisms |
|
901 Another derivation of the Purist for System approach brings the Setting |
|
902 creation process directly into play itself. The System-driven elements |
|
903 of the Setting are as "active" as any particular character might be, |
|
904 during play as well as during preparation. Basically, the setting is |
|
905 played, even created, as a part of regular play. |
|
906 |
|
907 Boink! I just realized that the original Traveller, or at least one way |
|
908 to play it, represents an example of this approach. Star system and |
|
909 planet creation are written right into the process of play, such that |
|
910 adventures and missions become not only a means of enjoying and |
|
911 improving characters, but also a means of enjoying and basically mapping |
|
912 the game-space. This is very distinct from later versions of Traveller, |
|
913 which were emphatically High Concept with a Setting emphasis. (Oh, and |
|
914 just for credit where it's due, I should also mention that Traveller |
|
915 pioneered the mechanics of overt character-creation-as-play.) |
|
916 |
|
917 This mode of play is not merely creating more setting through |
|
918 preparation as play progresses. It relies on doing so in a system-driven |
|
919 fashion much like character creation, carried out as an overt or |
|
920 near-overt part of actual play. |
|
921 |
|
922 It's a pretty rare form of play and design, probably because the |
|
923 economics of splat-book publishing overwhelmed the hobby, and Traveller |
|
924 itself, from the mid-1980s onwards. The more recent examples include |
|
925 Aria, Multiverser to some extent, and the currently-in-development The |
|
926 Million Worlds. The design spec is to achieve the Color/kewl power of |
|
927 High Concept with the uncompromising power and consistency of the |
|
928 Purists for System, via inserting the explicit metagame world-creating |
|
929 ability. I think this approach is interesting for the level of Director |
|
930 stance potentially involved and I look forward to more role-playing |
|
931 evolution along these lines. |
|
932 |
|
933 Historical note: BRP |
|
934 Pound for pound, Basic Role-Playing from The Chaosium is perhaps the |
|
935 most important system, publishing tradition, and intellectual engine in |
|
936 the hobby - yes, even more than D&D. It represents the first and |
|
937 arguably the most lasting, influential form of uncompromising |
|
938 Simulationist design. |
|
939 |
|
940 It's kind of hard to discuss just how it was influential, as its very |
|
941 first appearance as a pamphlet accompanying a boardgame wasn't widely |
|
942 distributed. The influence operated primarily through the popularity of |
|
943 both RuneQuest and Call of Cthulhu. Looking across the early versions of |
|
944 these games as well as Superworld, Questworld, and more, I think BRP is |
|
945 identifiable as a Purist for System design and publishing. It's really |
|
946 probably the precursor for the later GURPS mode of publishing. |
|
947 |
|
948 However, that vision, plan, or phenomenon, whatever, swiftly evolved |
|
949 into High Concept, both in RuneQuest (Setting) and Call of Cthulhu |
|
950 (Situation) as they hit their early-mid-80s forms, which is what most |
|
951 people are familiar with, I think. Call of Cthulhu remains High Concept |
|
952 to the present day, whereas RuneQuest, upon being licensed to and |
|
953 redesigned to the specifications of Avalon Hill, essentially evolved |
|
954 into a new Purist for System game, with the setting, Glorantha, |
|
955 relegated to the background at most. Moving into the late 80s and early |
|
956 90s, the new BRP games (Pendragon, Nephilim) represented fairly radical |
|
957 Drifting of Cthulhu-style BRP into their respective High Concepts. |
|
958 |
|
959 GNS crossover issues |
|
960 As usual for GNS-heavy text, I'll speak of games themselves in the GNS |
|
961 terms, but with the proviso that I'm really speaking about the play |
|
962 itself that is typical of or best supported by the rules of those games. |
|
963 |
|
964 First, the FAQ |
|
965 Q: Can Simulationist design be Abashed? |
|
966 |
|
967 A: Sure. "Abashed" refers to design that must be Drifted in order to |
|
968 play because incompatible priorities are present among different parts |
|
969 of the rules. It's different from Incoherent design in that such Drift |
|
970 is easy and minor. Technically, an Abashed game is already at least two |
|
971 modes (or sub-modes); e.g. I've said that Little Fears represents |
|
972 Abashed Narrativist design, but it should really be called Abashed |
|
973 Narrativism/Simulationism. |
|
974 |
|
975 Q: So "Abashed" means combined? |
|
976 |
|
977 A: No. Combined GNS modes which work well together would be "Hybrid." |
|
978 There's a whole section on that below. Abashed games must be Drifted |
|
979 (i.e. their rules must be operationally changed, or some sections |
|
980 ignored) in order to play. |
|
981 |
|
982 Q: Can Simulationist play be Vanilla? |
|
983 |
|
984 A: Well, we don't say Vanilla and Pervy any more (too rude for some, |
|
985 apparently). Now we talk about Points-of-Contact being low or high for |
|
986 given portions of rules. But to lapse back into the old terminology, |
|
987 yes, it can. Dread is a veritable poster child for Vanilla Sim, which I |
|
988 would generalize to mean a High Concept Simulationist design with low |
|
989 Points-of-Contact and a high emphasis on Situation. Pervy Sim basically |
|
990 just ups the Points-of-Contact as well as the emphasis on Exploring |
|
991 anything regardless of topic, which pretty much describes any member of |
|
992 the Purist-for-System category. |
|
993 |
|
994 Character generation |
|
995 Character generation text and methods are extremely diverse within each |
|
996 GNS mode, which is one of the reasons I favor group communication during |
|
997 this phase of pre-play. For instance, some Gamist-ish games utilize |
|
998 point-allocation systems, which looks similar to the widespread method |
|
999 in Simulationist-ish games. However, for Gamist purposes, this method is |
|
1000 all about strategizing tradeoffs, rather than establishing a fixed |
|
1001 internal-cause to "justify" the character. Similarly, Gamist character |
|
1002 creation utilizing Fortune methods isn't the same as the few |
|
1003 Simulationist randomized methods - in the former, it's a lot like |
|
1004 gambling, whereas in the latter, it's about a character maturing through |
|
1005 Fortune's vagaries represented by in-game effects like culture, weather, |
|
1006 disease, and so forth (e.g. Harnmaster). |
|
1007 |
|
1008 Narrativist character creation in some games requires a fair amount of |
|
1009 back-story, just as some Simulationist play does, but in the former, |
|
1010 it's about establishing a chassis for conflict, metagame, and reward, |
|
1011 and in the latter, it's about Coloring the character and providing |
|
1012 oppportunities for GM-created hooks. I rank the conflict between these |
|
1013 concepts, during play, among the highest-risk situations for the |
|
1014 survival of a gaming group. Strategies to resolve this conflict, whether |
|
1015 social or design-oriented, are currently not well-developed in the |
|
1016 hobby. |
|
1017 |
|
1018 Metagame mechanics |
|
1019 The term "metagame" is problematic throughout this essay for |
|
1020 Simulationist play and rules design. Metagame mechanics, by definition, |
|
1021 entail the interjection of real-people priorities into the |
|
1022 system-operation. Now, it is foolish to speak of Simulationist play as |
|
1023 lacking metagame; that would only apply if the people at the table were |
|
1024 themselves rules-constructs as well as the rules, and that's silly. But |
|
1025 compared to Gamist and Narrativist play, Simulationist play may be |
|
1026 spoken of as lacking metagame [i]interpersonal agenda[/i], like |
|
1027 "winning" or "doing well" in Gamism, or addressing a Premise in |
|
1028 Narrativism. Its metagame, although fully social, is self-referential, |
|
1029 to stay in-game. I recognize that it's a problematic issue and I look |
|
1030 forward to some discussion about it. |
|
1031 |
|
1032 To clarify for purposes of the essay, compare the following: (1) an |
|
1033 in-game essence or metaphysical effect called "Karma," which represents |
|
1034 the character's moral status in that game-universe according to (e.g.) a |
|
1035 god or principle in that game-world; (2) a score on the sheet which has |
|
1036 literally nothing to do with the character's in-game identity, also |
|
1037 called "Karma," recognized and applied by the real people with no |
|
1038 in-game entity used to justify it. In both systems, Karma is a |
|
1039 point-score which goes up and down, and which can be brought into play |
|
1040 as, say, a bonus to one's dice roll. But I'd say that #1 is not metagame |
|
1041 at all, and #2 is wholly metagame. |
|
1042 |
|
1043 Mechanically, how do they differ? One thing to consider is how the score |
|
1044 goes up and down - by player-use, or by in-game effects? Another is |
|
1045 whether the score is integrated with the reward/improvement system - |
|
1046 does spending a Karma reduce one's bank of improvement points? In fact, |
|
1047 is Karma a spent resource at all? Still another issue is whether in-game |
|
1048 effects must be in place, or inserted into place, to justify its use. No |
|
1049 one of these indicators is hard-and-fast, however; one must consider |
|
1050 them all at once, and how they relate to Simulationism (and |
|
1051 non-Simulationism) is a fascinating issue. At this point I tend to think |
|
1052 that the main issue, basically, is who is considered to "spend" them - |
|
1053 character or player. |
|
1054 |
|
1055 I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and |
|
1056 Spiritual Attributes in The Riddle of Steel are Resource-based metagame |
|
1057 mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and |
|
1058 these mechanics' many derivatives in other games, are straightforward, |
|
1059 non-metagame Resources. Similarly, I suggest that the role-playing |
|
1060 bonuses based on out-of-game neatness in Sorcerer are metagame, whereas |
|
1061 the Stunt rules based on difficulty or unlikelihood in Feng Shui are |
|
1062 not. |
|
1063 |
|
1064 It's a tough discussion, though. One confounding factor is that metagame |
|
1065 mechanics are often present as "fixes" of otherwise-Simulationist |
|
1066 systems that proved to be mildly broken in play. The trouble with such a |
|
1067 thing is that it can lead to serious Drift of the sort that breaks |
|
1068 Social Contracts or renders systems incoherent. |
|
1069 |
|
1070 Hybridization |
|
1071 As far as I can tell, Simulationist game design runs into a lot of |
|
1072 potential trouble when it includes secondary hybridization with the |
|
1073 other modes of play. Gamist or Narrativist features as supportive |
|
1074 elements introduce the thin end of the metagame-agenda wedge. The usual |
|
1075 result is to defend against the "creeping Gamism" with rules-bloat, or |
|
1076 to encourage negatively-extreme deception or authority in the GM in |
|
1077 order to preserve an intended set of plot events, which is to say, |
|
1078 railroading. In other words, a baseline Simulationist focus is easily |
|
1079 subverted, leading to incoherence. |
|
1080 |
|
1081 Whether this issue can be resolved by future designs and Social |
|
1082 Contracts is unknown. Speaking historically, though, AD&D2, Vampire, and |
|
1083 Legend of the Five Rings are especially good examples of incoherent |
|
1084 design that ends up screwing the Simulationist. You have Gamist |
|
1085 character creation, with Narrativist rhetoric (especially in Vampire). |
|
1086 You have High Concept Simulationist resolution, which is to say, easily |
|
1087 subverted by Gamism because universal consistency is de-emphasized. And |
|
1088 finally, you have sternly-worded "story" play-context, which in practice |
|
1089 becomes game-author-to-GM co-conspiracy. The net result is a fairly |
|
1090 committed Simulationist GM presiding over a bunch of players tending |
|
1091 toward more agenda-based play of different kinds. |
|
1092 |
|
1093 What happens? All the wedges widen, and the unfortunate thing is that |
|
1094 the more everyone likes the basic, fun interest of the topic ("genre") |
|
1095 at hand, the worse the rift becomes. |
|
1096 |
|
1097 * The aggravated Narrativist leaves the play situation after butting |
|
1098 heads with the GM over the "story." Arguably, the early White Wolf |
|
1099 games in general are responsible for what amounted to a mass exodus |
|
1100 of Narrativist-oriented role-players from the hobby in the |
|
1101 mid-1990s. |
|
1102 * The Gamist runs rampant, moving from sportsmanlike |
|
1103 challenge/competition (as would be found in a coherent Gamist |
|
1104 design) to "break the system" vs.-game, vs.-GM |
|
1105 challenge/competition. The group typically either dissolves or |
|
1106 evicts the Gamist player; evictees find one another and enjoy |
|
1107 themselves with gusto, Drifting the rules significantly and focusing |
|
1108 on player-vs.-player challenge/competition. They tend to be quite |
|
1109 public and large-group oriented, via on-line and LARP play. [AEG was |
|
1110 clever enough to recognize this phenomenon and incorporate it into |
|
1111 the L5R market strategy.] |
|
1112 * The Simulationist, whether GM or player, fights a losing battle |
|
1113 against the Gamist, often feeling betrayed and desperate. |
|
1114 Simulationist groups which survive this conflict tend to be very |
|
1115 insular, clique-ish, and GM-centered, with the GM seen as the |
|
1116 conduit or channeller to "the game" as published. Such a GM is |
|
1117 usually given carte blanche authority over the social, system, and |
|
1118 plot-oriented content of the game, and the players become fairly |
|
1119 subordinated to the content of play. The group often Drifts the |
|
1120 rules significantly to reflect and reinforce the immediate Social |
|
1121 Contract; simultaneously, they become defensive and protective |
|
1122 regarding the game title as a subcultural item. |
|
1123 |
|
1124 Champions, especially second and third editions, presented a fascinating |
|
1125 case of this same phenomenon for a game design that could functionally |
|
1126 Drift in any of the three directions (in all cases requiring severe |
|
1127 rules-interpretation and "fixing"). Thus Champions play could be |
|
1128 observed in all three modes, all of which were emphatically incompatible |
|
1129 and socially segregated. Champions fourth edition represents a |
|
1130 "takeover," if you will, by the Simulationist interpretatation, mainly |
|
1131 due to the editor of the line at the time. |
|
1132 |
|
1133 Hybrids are much better off using Simulationism as a secondary design |
|
1134 feature, rather than as the primary. The Riddle of Steel is a successful |
|
1135 hybrid because its primary Narrativist emphasis is so mechanically |
|
1136 influential and integrated with the reward system, that it cannot be |
|
1137 ignored or subverted. Even so, it's interesting to observe the |
|
1138 consistent Simulationist reading of TROS' text, rife with suggestions |
|
1139 for repair of "obviously" inappropriate elements, by people who have not |
|
1140 played the game. |
|
1141 |
|
1142 Rifts as well as well as many fantasy-adventure games use Simulationist |
|
1143 design features (heavy Setting Exploration) to support its primary |
|
1144 Gamist emphasis; I'll discuss this in more detail in the Gamism essay. |
|
1145 |
|
1146 Shit! I'm playing Narrativist |
|
1147 In Simulationist play, morality cannot be imposed by the player or, |
|
1148 except as the representative of the imagined world, by the GM. Theme is |
|
1149 already part of the cosmos; it's not produced by metagame decisions. |
|
1150 Morality, when it's involved, is "how it is" in the game-world, and even |
|
1151 its shifts occur along defined, engine-driven parameters. The GM and |
|
1152 players buy into this framework in order to play at all. |
|
1153 |
|
1154 The point is that one can care about and enjoy complex issues, changing |
|
1155 protagonists, and themes in both sorts of play, Narrativism and |
|
1156 Simulationism. The difference lies in the point and contributions of |
|
1157 literal instances of play; its operation and social feedback. |
|
1158 |
|
1159 I'll provide two examples, a simple one and a complex one. |
|
1160 |
|
1161 The simple one: Consider the behavioral parameters of a samurai |
|
1162 player-character in Sorcerer and in GURPS. On paper the sheets look |
|
1163 pretty similar: bushido all over the place, honorable, blah blah. But |
|
1164 what does this mean in terms of player decisions and events during play? |
|
1165 I suggest that in Sorcerer (Narrativist), the expectation is that the |
|
1166 character will encounter functional limits of his or her behavioral |
|
1167 profile, and eventually, will necessarily break one or more of the |
|
1168 formal tenets as an expression of who he or she "is," or suffer for |
|
1169 failing to do so. No one knows how, or which one, or in relation to |
|
1170 which other characters; that's what play is for. I suggest that in GURPS |
|
1171 (Simulationist), the expectation is that the behavioral profile sets the |
|
1172 parameters within which the character reliably acts, especially in the |
|
1173 crunch - in other words, it formalizes the role the character will play |
|
1174 in the upcoming events. Breaking that role in a Sorcerer-esque fashion |
|
1175 would, in this case, constitute something very like a breach of |
|
1176 contract. |
|
1177 |
|
1178 The complex one: Consider the behavioral parameters of a knight |
|
1179 player-character in The Riddle of Steel and in Pendragon. This one's a |
|
1180 little trickier for a couple of reasons, first because Pendragon has two |
|
1181 sets of behavioral rules, and second because both games permit a |
|
1182 character's behavioral profile to change. |
|
1183 |
|
1184 1) The Pendragon knight includes a set of paired, dichotomous Traits |
|
1185 (e.g. Worldly / Chaste) which are scored numerically, and which change |
|
1186 scores inversely. They are used either (a) as behavior-establishers |
|
1187 (roll vs. Cruel to see whether you behead the churl for his rudeness) or |
|
1188 (b) as record-keepers for player-driven behavior (you beheaded him? |
|
1189 Check Cruel, which increases its chance to raise its score later). The |
|
1190 Riddle of Steel knight has no equivalent system to (a); all character |
|
1191 behavior is driven by the player. Its Spiritual Attributes, however, do |
|
1192 rise and fall with character behavior much as Pendragon's (b). |
|
1193 |
|
1194 2) The Pendragon knight also may develop one or more Passions, which are |
|
1195 expressed in the form of a fixed set of bonus dice for actions that |
|
1196 support that Passion. These are established through play and may |
|
1197 increase, although not decrease; different Passions may conflict within |
|
1198 a single character. The Riddle of Steel's Spiritual Attributes (Drive, |
|
1199 Destiny, Passion, Faith, Luck, and Conscience) act as bonus dice much as |
|
1200 in Pendragon Passions but (a) may be individually eliminated and |
|
1201 substituted with another Spiritual Attribute by the player with very |
|
1202 little restriction, and (b) are intimately connected to the most |
|
1203 significant character-improvement mechanic. |
|
1204 |
|
1205 I suggest that both games include the concept that personal passion is a |
|
1206 concrete effectiveness-increase mechanic, but that Pendragon does so in |
|
1207 a "fixed-path-upwards" fashion (when the knight's passions are |
|
1208 involved), whereas The Riddle of Steel does so under the sole helm of |
|
1209 the player's thematic interests of the moment. Furthermore, the latter |
|
1210 game directly rewards the player for doing so. |
|
1211 |
|
1212 I may be a little biased about this issue, but it seems to me that a |
|
1213 character in Narrativist play is by definition a thematic time-bomb, |
|
1214 whereas, for a character in Simulationist play, the bomb is either |
|
1215 absent (the GURPS samurai), present in a state of near-constant |
|
1216 detonation (the Pendragon knight, using Passions), or its detonation is |
|
1217 integrated into the in-game behavioral resolution system in a "tracked" |
|
1218 fashion (the Pendragon knight, using the dichotomous traits). Therefore, |
|
1219 when you-as-player get proactive about an emotional thematic issue, |
|
1220 poof, you're out of Sim. Whereas enjoying the in-game system activity of |
|
1221 a thematic issue is perfectly do-able in Sim, without that proactivity |
|
1222 being necessary. |
|
1223 |
|
1224 Before anyone flips out, stop for one more point, which is that my |
|
1225 perceived time-scale of play for all the above points is quite high. I'm |
|
1226 talking about whole sessions and sets of sessions, not moment-to-moment |
|
1227 combat decisons or dialogue. So the "poof" is a pretty prolonged thing |
|
1228 (and I better not develop this metaphor any further either). |
|
1229 |
|
1230 Many people mistake low time-scale techniques like Director stance, |
|
1231 shared narration, etc, for Narrativism, although they are not defining |
|
1232 elements for any GNS mode. Misunderstanding this key issue has led to |
|
1233 many people falsely identifying themselves as playing Simulationist with |
|
1234 a strong Character emphasis, when they were instead playing quite |
|
1235 straightforward Narrativist without funky techniques. |
|
1236 |
|
1237 I would very much like to participate in a detailed discussion of |
|
1238 playing L5R, which to my mind, in the absence of Drifting, poses some |
|
1239 irreconcilable problems in how its behavioral parameters are |
|
1240 constructed, such that it simultaneously asks about Honor and dictates |
|
1241 the answers. |
|
1242 |
|
1243 El Dorado and Drift |
|
1244 El Dorado is a term coined by Paul Czege based on some ideas proposed by |
|
1245 Joachim Buchert (see glossary for links). As originally proposed, it was |
|
1246 essentially Narrativist play with a strong Simulationist supportive |
|
1247 element - a functional hybrid. When I surprised this debate by shrugging |
|
1248 and stating that hybrids, with one mode dominant, are viable, possible, |
|
1249 and functional, and when The Riddle of Steel demonstrated an |
|
1250 exceptionally fine example, the term changed a bit. Over time, it has |
|
1251 come to mean as well an experientially smooth and perhaps even |
|
1252 unnoticeable shift from Simulationist play-assumptions to Narrativist |
|
1253 ones. |
|
1254 |
|
1255 Such a goal, both for play and design, has proven attractive to people; |
|
1256 they recognize that Simulationist assumptions are common among |
|
1257 established role-players, and the term "Simulationist-by-habit" has been |
|
1258 coined to describe people who might enjoy other GNS modes but don't |
|
1259 conceive of their functional existence. |
|
1260 |
|
1261 An El Dorado game-experience would not be a hybrid - it would avoid all |
|
1262 confusion that hybrids tend to generate to some degree, and it would |
|
1263 certainly not be Abashed, as play-goals would not clash within the rules |
|
1264 and procedures of play. It would be operative Drift without rules-Drift, |
|
1265 for which the term Transition was coined in discussions of Fang |
|
1266 Langford's game in development, Scattershot. |
|
1267 |
|
1268 Is it possible, theoretically? Sure! I think it's much harder than most |
|
1269 people think it would be. The System actually has to facilitate the |
|
1270 process of changing priorities during play, Drifting on procedural |
|
1271 "tracks" as it were. A couple of games point the way. The Riddle of |
|
1272 Steel is explicitly based on a rather brutal selection philosophy, |
|
1273 insofar as people who do not recognize the dominance of the Spiritual |
|
1274 Attributes over the more Simulationist-appearing baseline mechanics will |
|
1275 see their characters die horribly. Players who start with Simulationist |
|
1276 priorities will have to change or stop playing (I suspect, rather, that |
|
1277 many of them will "Drift to remain in place," actually). Scattershot, in |
|
1278 development, is the only Transition-oriented game design I know of |
|
1279 that's based on the rules themselves shifting and altering as a function |
|
1280 of play. (See Glossary.) |
|
1281 |
|
1282 I'll discuss this issue in much more detail in the Narrativism essay, |
|
1283 but I'll pose the most serious problem facing the seekers of El Dorado: |
|
1284 idealizing story creation but refusing to do it. Oh, am I going to catch |
|
1285 it for this section ... well, people are just going to have to disagree |
|
1286 about whether stories can "create themselves." |
|
1287 Personally, I don't think they do, and we won't get anywhere by pushing |
|
1288 and pulling. In practical terms, lots of hassles and possibilities arise |
|
1289 when expecting story to "emerge" from metagame-absent play. Here are the |
|
1290 two extremes which arise. |
|
1291 |
|
1292 * The bad one: A frustrated Narrativist-ish player takes over as GM |
|
1293 and relies on railroading. He or she insists that everyone care |
|
1294 about the story, but also insists upon everything going as he or she |
|
1295 desires. I consider this approach to rank among the least functional |
|
1296 role-playing in existence. |
|
1297 * The good one: Everyone agrees that story is a wonderful and |
|
1298 desirable emergent property, but commits to no metagame meddling or |
|
1299 prioritizing by anyone. In theory, this is quite functional, but the |
|
1300 tricky part is that everyone also has to accept that story might not |
|
1301 happen at all, and to be all right with that. |
|
1302 |
|
1303 Less extremely, some game texts present relatively consistent |
|
1304 Simulationist-oriented rules, but with bits and pieces here and there |
|
1305 with Narrativist leanings. This is all very well, except that the text |
|
1306 accompanying these sections is almost always incoherent: the player is |
|
1307 given power (e.g. to dictate a target's response) - but the GM is warned |
|
1308 to override it if necessary - but then some text follows about how the |
|
1309 players are really the story-authors - but then, again, the GM needs to |
|
1310 keep a tight rein on the story's integrity - and so on. Usually the game |
|
1311 design is quite nifty in terms of the actual rules (e.g. Fvlminata), but |
|
1312 these text sections ultimately make no sense, being trapped in the |
|
1313 Impossible Thing Before Breakfast. It's as if the game authors play a |
|
1314 particular way but can't quite believe that anyone else would, and in |
|
1315 most cases, the game text and rules end up being Abashed. |
|
1316 |
|
1317 Pitfalls of design |
|
1318 The first and most serious problem in Simulationist design is to rely on |
|
1319 habit and imitation for some mechanics features of the game and then to |
|
1320 try to tack on one's own ideas. I'm not talking about simple influence, |
|
1321 which is part and parcel of any RPG design, but the porting of whole |
|
1322 assumption-sets out of their integrated contexts with all aspects of the |
|
1323 parent game. This is very common in Fantasy Heartbreakers and usually |
|
1324 results in a lot of broken math. Obviously this problem is not unique to |
|
1325 Simulationism, but when it occurs in that context, it's really painful. |
|
1326 |
|
1327 Another serious problem is the ideal of "transparency," especially as |
|
1328 applied to the High Concept approach. I cannot help but be blunt: System |
|
1329 is experientially inescapable. One cannot make Character, Setting, |
|
1330 Situation, and Color "go" without it. Drama-driven systems are just as |
|
1331 System as any other, for instance. (See the Transparency entry in the |
|
1332 Glossary.) |
|
1333 |
|
1334 Really to remove System requires that anything and everything that |
|
1335 happens during play be mediated solely through the Social Contract, |
|
1336 without any formalized method even to do that. I think that such play |
|
1337 would be awfully difficult, requiring so much negotiation regarding how |
|
1338 to play per unit of play as to be hopeless. (Again, I am not discussing |
|
1339 well-organized systems based mainly on Drama, which are perfectly |
|
1340 wonderful and not subject to these criticisms.) |
|
1341 |
|
1342 Therefore, I advise that design not ask, "How is System made invisible," |
|
1343 but rather, "How is System directed toward particular Explorative |
|
1344 goals." The degree of complexity then becomes an aesthetic and focused |
|
1345 issue, not something to chop away at blindly. Instead of transparency, |
|
1346 let Coherence and an eye toward the desired Points of Contact be your |
|
1347 guide. |
|
1348 |
|
1349 The third problem is the Realism tautology: setting "realism" as a goal |
|
1350 of play, which often gets brought up in debates about in-game events. |
|
1351 Never fall into this one - you cannot win. Plausibility, which is to |
|
1352 say, not violating a specific degree of contrivance-limits, is a fine |
|
1353 thing; it's central to the role-playing element of Situation. All |
|
1354 role-playing requires whatever degree of plausibility is necessary to |
|
1355 support the respective GNS goal. Reinforcing it can be a valid feature |
|
1356 of some Simulationist play and design (just as of some Narrativist and |
|
1357 some Gamist play), when that matters for specific goals for that play. |
|
1358 But to reverse it, to claim that the play itself exists at the service |
|
1359 of the "realism" among the components of the game, is madness, |
|
1360 especially for Simulationist play - such a statement presents a quagmire |
|
1361 of debate much like "balance" or "story." |
|
1362 |
|
1363 Another common problem is rules-bloat, which usually creeps into |
|
1364 Simulationist game text as a form of anti-Gamist defense. I suggest that |
|
1365 adding more layers to character creation is a poor idea, as it only |
|
1366 introduces more potential points of broken Currency. I suggest instead |
|
1367 that the most effective "defense" is to avoid ratios in one's layering, |
|
1368 as in Godlike. More generally, beyond a certain point, anti-Gamist |
|
1369 defensive rules design has a negative effect: given an increased number |
|
1370 rules and punctilios, players simply punt in terms of understanding the |
|
1371 system, and the GM has to "be" the entire game. This is exceptionally |
|
1372 difficult in games like Rolemaster or GURPS (perhaps less so in Dread or |
|
1373 Call of Cthulhu). Therefore the effort - to preserve the integrity of |
|
1374 the Simulationist experience - often backfires as play gets harder and |
|
1375 more full of speed-bumps rather than easier. |
|
1376 |
|
1377 Rules-bloat can also result from the design and writing process itself. |
|
1378 Cogitating about in-game causes can transform itself, at the keyboard, |
|
1379 into a sort of Exploration of its own, which results in very elaborate |
|
1380 rules-sets for situational modifiers, encumbrance, movement, technology, |
|
1381 prices of things, none of which is related to actual play of the game |
|
1382 with actual people. During the writing process, "what if" meets "but |
|
1383 also" and breeds tons of situational rules modifiers. When this effect |
|
1384 hits Currency, you get tons of layering in the form of prerequisites and |
|
1385 nuances of described competency (e.g. Awful vs. Really Bad vs. |
|
1386 Mediocre). The result is often what I like to call Paying to Suck, which |
|
1387 is to say that character creation includes paying many points merely for |
|
1388 the character to be bad or barely-adequate at things. |
|
1389 |
|
1390 My recommendation is to know and value the virtues of Simulationist |
|
1391 play, specifically refined toward the goals of a particular subset (as |
|
1392 listed or make up your own), and to drive toward them with gusto. Don't |
|
1393 spin your wheels defending your design against some other form of play. |
|
1394 |
|
1395 Conclusions |
|
1396 For play really to be Simulationist, it can't lose the daydream quality: |
|
1397 the pleasure in imagination as such, without agenda. For game design to |
|
1398 promote this goal, it must be openly valued and its virtues articulated, |
|
1399 not assumed (as it often is) to be "good role-playing" by anyone's |
|
1400 standards and hence left unstated. Design should be inspiring and |
|
1401 elegant in its own right, promoting the desire to see this Setting or |
|
1402 Character unfold, or to see this System do its stuff. |
|
1403 |
|
1404 I now offer a couple of points that are probably going to draw some |
|
1405 objections. |
|
1406 |
|
1407 It's a hard realization: devoted Simulationist play is a fringe |
|
1408 interest. It is not the baseline or core of role-playing, which is |
|
1409 Exploration. (Here is where my interpretation of the Scarlet Jester's |
|
1410 Exploration differs the most from his original presentation.) |
|
1411 |
|
1412 Quite a bit of role-playing theory and design has taken a |
|
1413 training-wheels approach, especially using Purist for System games like |
|
1414 GURPS, in the assumption that role-playing at the Simulationist "level" |
|
1415 or "type" is the necessary skill to develop or grow to any other type. I |
|
1416 think this is both misguided and patronizing toward Simulationist play, |
|
1417 but even worse, it has the opposite effect on new players: selective |
|
1418 culling-out of people who bring developed Gamist or Narrativist agendas |
|
1419 to the activity. |
|
1420 |
|
1421 Another good question is whether the claim is valid that role-playing |
|
1422 has been "Sim-dominated" through its history, whether in play or in |
|
1423 design. Regarding play, I think all the evidence points to all the GNS |
|
1424 modes, and much diversity within those modes, being present since the |
|
1425 beginning of the hobby. Regarding design and publishing, I think that we |
|
1426 need to distinguish between Simulationist elements vs. coherent design - |
|
1427 the former have certainly been widespread, but mainly in incoherent |
|
1428 games, with AD&D and Vampire as the chief examples. |
|
1429 |
|
1430 The Hard Question |
|
1431 Well, here it is. Before getting bent out of shape, remember that each |
|
1432 mode is gonna get one of these. |
|
1433 |
|
1434 Role-playing is a hobby, leisure activity. The real question is, what |
|
1435 for, in the long term? For Simulationist play, the answer "This was fun, |
|
1436 so let's do it again," is sufficient. |
|
1437 |
|
1438 However, for how long is it sufficient? Which seems to me to vary |
|
1439 greatly from person to person. Is the focus on Exploration to be kept as |
|
1440 is, permanently, as characters and settings change through play? Some |
|
1441 say "sure" and wonder what the hell I'm talking about, or perhaps feel |
|
1442 slightly insulted. Or, is Drift ultimately desirable? Is play all about |
|
1443 getting "it" to work prior to permitting overt metagame agendas into the |
|
1444 picture? Some might answer "of course" and wonder why anyone could see |
|
1445 it otherwise. |
|
1446 |
|
1447 So! Is there an expected, future metagame payoff, or is the journey |
|
1448 really its own reward? Is Simulationist play what you want, or is it |
|
1449 what you think you must do in order, one day, to get what you want? |
|
1450 |
|
1451 I judge nothing with these questions. I think that they're important to |
|
1452 consider and that answers are going to vary widely, that's all. |
|
1453 |
|
1454 Glossary |
|
1455 Most of the jargon in the essay is defined in "GNS and related matters |
|
1456 of role-playing design." Most of the following are some terms that have |
|
1457 arisen during the discussions since then. Some of them (the ones without |
|
1458 links) are defined in the essay and repeated here for clarity. |
|
1459 |
|
1460 Abashed |
|
1461 Game design which displays features of one or more GNS modes that, in |
|
1462 their applications, are operationally contradictory. It is a minor |
|
1463 form of Incoherence. However, an Abashed design is easily correctable |
|
1464 by ignoring or altering isolated portions of the rules (minor Drift); |
|
1465 typically, extremely coherent play can result in either of the modes |
|
1466 involved. However, this also means that two groups will effectively |
|
1467 be playing completely different games. See [10]Abashed Vanillaism and |
|
1468 [11]my review of Little Fears. |
|
1469 |
|
1470 Currency |
|
1471 The exchange rate among different components of characters - their |
|
1472 Effectiveness values, their Resources, and their Metagame properties. |
|
1473 In many games, Currency is explicit in terms of character points, but |
|
1474 it is present in any and all role-playing games. |
|
1475 |
|
1476 DFK |
|
1477 Short for Drama, Karma, and Fortune, as originally presented in the |
|
1478 game Everway and adopted by me. The terms refer to the resolution |
|
1479 mechanics of a given game, which may include any combination or |
|
1480 blending of the three. |
|
1481 |
|
1482 El Dorado |
|
1483 Originally, used to indicate the search for a |
|
1484 Simulationist-Narrativist hybrid mode of play, with the Narrativism |
|
1485 being the main priority; more recently, it has come to mean |
|
1486 Transition from Simulationist to Narrativist play without noticeable |
|
1487 Drift in the rules-use. See [12]Simulationism and Narrativism under |
|
1488 the same roof and [13]El Dorado. |
|
1489 |
|
1490 Fortune-at-the-End |
|
1491 Employing a Fortune mechanic (dice, cards, etc) following the full |
|
1492 descriptions of actions, physical placement, and communication among |
|
1493 characters. See "Fortune in the Middle" and associated links. |
|
1494 |
|
1495 Fortune-in-the-Middle |
|
1496 Employing a Fortune mechanic (dice, cards, etc) prior to fully |
|
1497 describing the specific actions of, physical placement of, and |
|
1498 communication among characters. The Fortune outcome is employed in |
|
1499 establishing these elements retroactively. This technique may be |
|
1500 employed with the dice/etc as the ultimate authority of success or |
|
1501 failure (e.g. Sorcerer) or with the dice/etc outcome being |
|
1502 potentially adjusted by a metagame mechanic (e.g. Hero Wars). See |
|
1503 [14]my review of Hero Wars, see also discussions in the [15]Alyria |
|
1504 forum. |
|
1505 |
|
1506 Hybrid |
|
1507 A game whose rules include facilitating elements for more than one |
|
1508 mode of play. Observed functional hybrids to date include only two |
|
1509 GNS modes rather than all three, and one of the modes may be |
|
1510 considered primary or dominant, with the other playing a supportive |
|
1511 role. See [16]my review of The Riddle of Steel. |
|
1512 |
|
1513 IIEE |
|
1514 Short for Intent, Initiative, Execution, and Effect, referring to the |
|
1515 relationship between announcements of action by real people and the |
|
1516 establishment of those actions into the shared imaginary game-world. |
|
1517 See [17]The four steps of action and [18]What is IIEC?. |
|
1518 |
|
1519 Illusionism |
|
1520 A mode of story creation by the GM in which his or her decisions |
|
1521 carry more weight than those of the players, in which he or she has |
|
1522 authority over rules-outcomes, and in which the players willingly or |
|
1523 unwillingly do not recognize these features. See [19]Illusionism: a |
|
1524 new look and a new approach and [20]Illusionism and GNS for a more |
|
1525 complete definition and associated discussions. |
|
1526 |
|
1527 The Impossible Thing Before Breakfast |
|
1528 "The GM is the author of the story and the players direct the actions |
|
1529 of the protagonists." Widely repeated across many role-playing texts. |
|
1530 Neither sub-clause in the sentence is possible in the presence of the |
|
1531 other. |
|
1532 |
|
1533 Layering |
|
1534 The relationship between the initial numbers derived for a character |
|
1535 (e.g. attributes) to the numbers eventually used most commonly in |
|
1536 play (Effectiveness Values; e.g. combat to-hit values). The more |
|
1537 steps of derivation, the more the system is said to be layered. |
|
1538 |
|
1539 Points of Contact |
|
1540 The steps of rules-consultation, either in the text or internally, |
|
1541 per unit of established imaginary content. This is not the same as |
|
1542 the long-standing debate between Rules-light and Rules-heavy systems; |
|
1543 either low or high Points of Contact systems can rely on strict |
|
1544 rules. See [21]Vanilla and Pervy, [22]Pervy in my head, [23]Cannot |
|
1545 stand cutesie-poo terms, [24]Pervy Sim, points of contact, |
|
1546 accessibility. |
|
1547 |
|
1548 Roles, "role levels" |
|
1549 (1) The player's social role in terms of his character - the mom, the |
|
1550 jokester, the organizer, the placator, etc. (2) The character's |
|
1551 thematic or operational role relative to the others - the leader, the |
|
1552 brick, the betrayer, the ingenue, etc. (3) The character's in-game |
|
1553 occupation or social role - the pilot, the mercenary, the alien |
|
1554 wanderer, etc. (4) The character's specific Effectiveness values - |
|
1555 armor rating, weapon attributes, specific skills and their values, |
|
1556 available funds, etc. See [25]The class issue and all internal links. |
|
1557 |
|
1558 Social Context |
|
1559 How role-playing as an activity relates to one's social life in |
|
1560 general. Currently, the idea is that most functionally, one's "People |
|
1561 one likes" box is biggest, one's "People I like hanging with" box is |
|
1562 within that, and one's "People I game with" box is within that, but |
|
1563 that typically people reverse the boxes entirely. See [26]Social |
|
1564 Context, [27]Self-image, [28]Gay culture / Gamer culture, [29]What |
|
1565 does role-playing gaming accomplish?, [30]Christian gamers and |
|
1566 self-esteem, and [31]Sexism in gaming. |
|
1567 |
|
1568 Social Contract |
|
1569 The interactions, emotional connections, logistic arrangements, and |
|
1570 expectations among the members of a role-playing group, relative to |
|
1571 the role-playing activity. It includes both verbalized and |
|
1572 non-verbalized components of these things. |
|
1573 |
|
1574 Transition |
|
1575 Theoretically, shifting from one GNS mode to another (in the large |
|
1576 sense, in terms of the overall goals of play for everyone) without |
|
1577 Drifting the rules. Scattershot, in development, is designed with |
|
1578 Transition in mind. See the [32]Scattershot forum with reference to |
|
1579 threads begun by me. |
|
1580 |
|
1581 Transparency |
|
1582 Rules design that does not call attention to the rules in operation; |
|
1583 highly controversial. See [33]Transparency and [34]Transparency |
|
1584 again. |
|
1585 |
|
1586 Turku role-playing (Elaaytyjivism) |
|
1587 A mode of play first presented as a manifesto, in which in-character |
|
1588 feeling and thinking is given the highest priority, to such an extent |
|
1589 that even communicating the experience to others is secondary. By my |
|
1590 terminology, Simulationism, Character Exploration, mainly Drama or |
|
1591 low Points-of-Contact Fortune mechanics, highly reinforced through an |
|
1592 explicit Social Contract. The main site is not available, but see |
|
1593 [35]LARP manifesting in The LARPer magazine. See also the [36]Dogma |
|
1594 99. |
|
1595 |
|
1596 Vanilla/Pervy |
|
1597 Now-obsolete terminology to describe game-play in which the GNS mode |
|
1598 is easily-accessible and requires few if any complex rules-techniques |
|
1599 (Vanilla) vs. game-play in which the techniques are highly strictured |
|
1600 for the mode. Now replaced by the concept of Points of Contact, which |
|
1601 concerns the degree to which System is Explored. See [37]Vanilla |
|
1602 Narrativism and the more recent links listed under "Points of |
|
1603 Contact" above. |
|
1604 |
|
1605 The Forge created and administrated by [38]Clinton R. Nixon and [39]Ron |
|
1606 Edwards. |
|
1607 All articles, reviews, and posts on this site are copyright their |
|
1608 designated author. |
|
1609 |
|
1610 References |
|
1611 |
|
1612 Visible links |
|
1613 1. file:/// |
|
1614 2. file:///about/ |
|
1615 3. file:///donate.php |
|
1616 4. file:///articles/ |
|
1617 5. file:///reviews/ |
|
1618 6. file:///resources/ |
|
1619 7. file:/// |
|
1620 8. mailto:sorcerer@sorcerer-rpg.com |
|
1621 9. file:///files/mongrel.pdf |
|
1622 10. http://www.indie-rpgs.com/forum/viewtopic.php?t=1397 |
|
1623 11. http://www.indie-rpgs.com/reviews/review.php?id=8_0_5_0 |
|
1624 12. http://www.indie-rpgs.com/forum/viewtopic.php?t=800 |
|
1625 13. http://www.indie-rpgs.com/forum/viewtopic.php?t=1072 |
|
1626 14. http://www.indie-rpgs.com/reviews/review.php?id=12_0_5_0 |
|
1627 15. http://www.indie-rpgs.com/forum/viewforum.php?f=9 |
|
1628 16. http://www.indie-rpgs.com/reviews/review.php?id=20_0_5_0 |
|
1629 17. http://www.indie-rpgs.com/forum/viewtopic.php?t=774 |
|
1630 18. http://www.indie-rpgs.com/forum/viewtopic.php?t=1273 |
|
1631 19. http://www.indie-rpgs.com/forum/viewtopic.php?t=4217 |
|
1632 20. http://www.indie-rpgs.com/forum/viewtopic.php?t=4232 |
|
1633 21. http://www.indie-rpgs.com/forum/viewtopic.php?t=4299 |
|
1634 22. http://www.indie-rpgs.com/forum/viewtopic.php?t=4301 |
|
1635 23. http://www.indie-rpgs.com/forum/viewtopic.php?t=4352 |
|
1636 24. http://www.indie-rpgs.com/forum/viewtopic.php?t=4416 |
|
1637 25. http://www.indie-rpgs.com/forum/viewtopic.php?t=2802 |
|
1638 26. http://www.indie-rpgs.com/forum/viewtopic.php?t=4258 |
|
1639 27. http://www.indie-rpgs.com/forum/viewtopic.php?t=4336 |
|
1640 28. http://www.indie-rpgs.com/forum/viewtopic.php?t=4300 |
|
1641 29. http://www.indie-rpgs.com/forum/viewtopic.php?t=4414 |
|
1642 30. http://www.indie-rpgs.com/forum/viewtopic.php?t=4419 |
|
1643 31. http://www.indie-rpgs.com/forum/viewtopic.php?t=4433 |
|
1644 32. http://www.indie-rpgs.com/forum/viewforum.php?f=22 |
|
1645 33. http://www.indie-rpgs.com/forum/viewtopic.php?t=1842 |
|
1646 34. http://www.indie-rpgs.com/forum/viewtopic.php?t=1909 |
|
1647 35. http://www.thelarper.org/archivearticles/edition_1/manifesto.html |
|
1648 36. http://fate.laiv.org/dogme99/en/index.htm |
|
1649 37. http://www.indie-rpgs.com/forum/viewtopic.php?t=1597 |
|
1650 38. mailto:webmaster@indie-rpgs.com |
|
1651 39. mailto:sorcerer@sorcerer-rpg.com |