draft/congruency.txt
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    45 
       
    46 Author 	Topic: GNS and "Congruency"  (Read 2443 times)
       
    47 
       
    48 *Walt Freitag
       
    49 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370>*
       
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    58 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16477#msg16477>
       
    59 *GNS and "Congruency"
       
    60 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16477#msg16477>*
       
    61 « * on:* March 30, 2002, 08:42:29 AM »
       
    62 	
       
    63 
       
    64 ------------------------------------------------------------------------
       
    65 GNS and "Congruency"
       
    66 
       
    67 This idea was inspired by all the recent GNS discussion using examples
       
    68 of individual game decisions that are ambiguous in terms of revealing
       
    69 the GNS decision-making preferences of the participants who made them.
       
    70 Instead of regarding this common situation as merely an inconvenience
       
    71 for GNS analysis, I believe it could be a phenomenon useful to focus
       
    72 some attention on in its own right.
       
    73 
       
    74 Quote from: Mike Holmes
       
    75 Just as a point of clarification (which may, ironically, confuse the
       
    76 issue some), quite often the same decision can be made for different
       
    77 reasons. I know I point this out all the time, but it is important here.
       
    78 It is one of the reasons that it is hard to determine the nature of a
       
    79 decision by observation. Quite often through coincidence the same
       
    80 decision could have been motivated by more than one of the three
       
    81 motives. Not always, sometimes it's very obvious. But quite often.
       
    82 
       
    83 
       
    84 Such observations in recent threads have been particularly helpful in
       
    85 developing this concept, which I?ve chosen to term *congruency.*
       
    86 
       
    87 Definition and Usage:
       
    88 
       
    89 A *congruent* decision is a decision made by a participant (GM or
       
    90 player) during play that cannot, on the basis of the visible behavior
       
    91 resulting from the decision, be categorized as belonging to a specific
       
    92 mode of decision-making enumerated by the underlying model. In the
       
    93 context of the GNS model there are exactly four possible congruencies,
       
    94 representing the four combinations of two or more modes for which a
       
    95 decision may be ambiguous.
       
    96 
       
    97 This definition refers only to visible behavior, not underlying motive
       
    98 or any other unknowable quality. Thus, such questions as whether or not
       
    99 every individual decision "really is" purely G, N, or S in nature, or
       
   100 whether it can be "43% this, 57% that," are irrelevant for purposes of
       
   101 discussing congruency.
       
   102 
       
   103 To specify a particular congruency, we could say that a decision is
       
   104 "congruent with respect to" or simply "congruent with" any two (or all
       
   105 three) modes. For shorthand we might use (and I will use) e.g. "S-N
       
   106 congruent" for "congruent with respect to Simulationism and
       
   107 Narrativism." Congruency is reflexive; there is no distinction between
       
   108 e.g. "G-S congruency" and "S-G congruency." However, for a further
       
   109 shorthand, when speaking in the context of discussion of one of the
       
   110 three modes, it should be OK to say that a decision is e.g. "S
       
   111 congruent" meaning congruent between the mode specified (in this case,
       
   112 S) and the mode under discussion.
       
   113 
       
   114 Keep in mind, however, that even when speaking of congruency between two
       
   115 specific modes, the third mode cannot be completely disregarded. For
       
   116 example, a decision that is unambiguously Gamist is *not* S-N congruent.
       
   117 To be S-N congruent, the decision has to be either unambiguously /not/
       
   118 Gamist, or ambiguous with respect to Gamism (in which case it could be
       
   119 G-S-N congruent, which also counts as S-N congruent).
       
   120 
       
   121 A congruent decision, by definition, does not influence the long-term
       
   122 judgment of whether the participant?s overall pattern of decision-making
       
   123 falls into one or the other of the modes with which the decision is
       
   124 congruent.
       
   125 
       
   126 By analogy with the GNS modes themselves, we could also describe a
       
   127 system or practice as congruent (or more specifically, as e.g. G-S
       
   128 congruent) as a verbal shorthand meaning that that system or practice
       
   129 promotes or rewards decision-making by participants that is congruent in
       
   130 the way specified. This purely definitional and is not meant to assume
       
   131 that such systems or practices exist.
       
   132 
       
   133 Incongruency
       
   134 
       
   135 The opposite of congruency can only be termed incongruency, which sounds
       
   136 like a bad thing but, in and of itself, isn?t. An incongruent decision
       
   137 is nothing more or less than a decision whose visible expression
       
   138 provides evidence that the decision-maker?s pattern of decisions
       
   139 conforms to a specific one of the three GNS modes. (It doesn?t have to
       
   140 be conclusive evidence. If a player were to make a series of incongruent
       
   141 decisions, some clearly simulationist and others clearly narrativist, we
       
   142 might be unable to characterize his overall pattern of decision-making,
       
   143 but each individual decision would provide some evidence in favor of one
       
   144 or the other possibility.)
       
   145 
       
   146 In practice, incongruent decisions appear usually to be ones where an
       
   147 observer can tell that there were other options open to the player
       
   148 which, if chosen, would have advanced different GNS goals than the
       
   149 choice the player actually made. Thus, what makes a decision incongruent
       
   150 (or congruent) is not just the decision itself, but also the
       
   151 circumstances (especially, other choices that were available) under
       
   152 which the decision is made. For that reason, it?s acceptable and
       
   153 understandable to describe a decision situation in which the decision
       
   154 has not yet been made as congruent or incongruent, as long as it?s
       
   155 understood that this is a loose usage that really means "likely to
       
   156 result in a congruent/incongruent decision."
       
   157 
       
   158 Congruency versus Coherency
       
   159 
       
   160 Congruency and coherency are not the same thing, though they are
       
   161 related. Definitionally they exist on different levels: coherency is an
       
   162 emergent quality that applies to an entire system, group, or large unit
       
   163 of actual game play, while congruency applies to individual decisions.
       
   164 Nonetheless, in the application of theory, the concept of
       
   165 coherency/incoherency "reaches down" into the realm of individual game
       
   166 mechanisms or practices, while the concept of congruency/incongruency
       
   167 "reaches up" into patterns of decision-making and the in-game situations
       
   168 in which they occur. It?s likely they?re going to meet and coexist
       
   169 somewhere in the middle.
       
   170 
       
   171 Examples of poor play resulting from an incoherent system, and examples
       
   172 of excellent play in a coherent system, all seem to begin with a player
       
   173 making an incongruent decision. In the former case, the decision
       
   174 conflicts with the goals of other participants, representing
       
   175 dysfunction. In the latter case, all the participants have compatible
       
   176 goals so there is no dysfunction. In fact, the others generally take
       
   177 pleasure in the fact that the decision-maker made a choice that advances
       
   178 everyone?s goals even though other choices were available.
       
   179 
       
   180 A useful concept?
       
   181 
       
   182 If congruency is outside the control of system designers or game
       
   183 participants, then it is a useless concept.
       
   184 
       
   185 If congruency cannot be altered independently of coherency, then it is
       
   186 functionally equivalent to coherency and therefore useless as a separate
       
   187 concept.
       
   188 
       
   189 I believe that neither of these is the case. I believe that certain
       
   190 techniques and design considerations bear directly upon congruency, and
       
   191 that they are useful in two ways:
       
   192 
       
   193 1. To attenuate the dysfunction caused by an incoherent system or a
       
   194 group of participants with incoherent goals, by reducing the occurrence
       
   195 of incongruency during play.
       
   196 
       
   197 2. To adjust the level of metagame or other forms of self-conscious
       
   198 decision-making in coherent play, in either direction, by controlling
       
   199 the occurrence of incongruency during play.
       
   200 
       
   201 I further hypothesize that various forms (and especially, the most
       
   202 successfully functional forms) of vanilla play, abashed play, and drift
       
   203 will prove to be characterized by rules and practices promoting congruency.
       
   204 
       
   205 The interesting questions, I believe, are whether there are other
       
   206 techniques to be discovered, or if the known techniques can be applied
       
   207 in new ways such as embodying them in system designs.
       
   208 
       
   209 Example 1: OOC knowledge and G-S congruency
       
   210 
       
   211 A GM running a fantasy game plays out an encounter with vampires. A
       
   212 player-character recognizes the obvious vampiric demeanor of the
       
   213 vampires, and immediately acts upon the strategy of fleeing until
       
   214 sunrise, then finding the vampires? coffins and staking them. The GM is
       
   215 displeased because he believes that the player-characters, being from
       
   216 outside the European-style portion of the world in which the vampires
       
   217 exist, should not be able to recognize the vampires for what they are,
       
   218 let alone already know the best way to destroy them.
       
   219 
       
   220 Clearly there are GNS coherency problems at work here. Why does the GM
       
   221 not want the player-character to act on OOC knowledge? Because he
       
   222 believes that the goal of play is to create verisimilitude, and besides,
       
   223 the vampires were supposed to be difficult opponents that would hook the
       
   224 players into exploration of a really cool storyline. Why does the player
       
   225 want to act on OOC knowledge? Because the game system rewards him for
       
   226 dispatching enemies in the most effective possible way with the least risk.
       
   227 
       
   228 But even though the specific problem stems from lack of coherency, it
       
   229 could be solved on the level of congruency. If the vampires in the
       
   230 encounter have to be straight out of Hollywood, then the GM can easily
       
   231 make sure the player-characters are aware of the same vampire legends
       
   232 the players know. (He would also allow for that knowledge when designing
       
   233 the difficulty of the encounter.) Then, the player?s decision to try to
       
   234 stake the vampires would be a completely G-S congruent one. Or, if the
       
   235 GM doesn?t want the characters to know anything about the enemy, then he
       
   236 should invent a new creature with different habits and weaknesses than a
       
   237 standard vampire. The players will try their best to figure out how to
       
   238 survive and destroy the enemy, just as their characters would do in that
       
   239 situation, so again, their decisions will be G-S congruent.
       
   240 
       
   241 Note that neither of these solutions, for better or worse, affects the
       
   242 underlying GNS issue. The GM still has Simulationist expectations, and
       
   243 the player is still chasing those Gamist rewards. But the specific
       
   244 instance of dysfunction that was making the participants unhappy has
       
   245 been averted.
       
   246 
       
   247 This is only one example of dozens if not hundreds of known practices
       
   248 and system rules that appear to bear directly on G-S congruency. Many of
       
   249 these, as in the example, take the form of "don?t-do" constraints,
       
   250 suggesting that congruency does come at a cost in design freedom. A GM
       
   251 who wants G-S congruency, and wants Hollywood vampires, and wants the
       
   252 player-characters to not already know how to kill said vampires, is just
       
   253 SOL.
       
   254 
       
   255 S-N congruency
       
   256 
       
   257 As Mike Holmes pointed out in the same post the quote above was taken
       
   258 from, a player acting entirely on narrativist motivations would still
       
   259 make decisions compatible with "what the character would do" much of the
       
   260 time, because a good story has to be plausible. In other words many
       
   261 non-Gamist decisions are S-N congruent.
       
   262 
       
   263 What we should be interested in are the exceptions. When does S-N
       
   264 incongruency arise?
       
   265 
       
   266 - When a participant makes a decision that is consistent with
       
   267 verisimilitude but detracts from the story (deprotagonization).
       
   268 - When a participant makes a decision that is consistent with the
       
   269 creation of Story or exploration of Premise, but detracts from
       
   270 verisimilitude in some way. It might do so by being inconsistent with
       
   271 the character, or by invoking an explicitly metagame mechanism.
       
   272 
       
   273 Note that opting not to make use of an available Narrativist-oriented
       
   274 metagame mechanism is not proof that a simulationist decision was made,
       
   275 as long as the option chosen instead was also consistent with the goal
       
   276 of creating story, so such a decision is not usually S-N incongruent.
       
   277 However, use of a metagame mechanism is almost always S-N incongruent.
       
   278 
       
   279 This immediately suggests that a dichotomy of taste could arise, between
       
   280 those who prefer the self-conscious decision making of Narrativist
       
   281 metagame mechanisms and those who prefer to create story within the
       
   282 constraints of S-N congruency. I believe this dichotomy is already known
       
   283 in practice as the distinction between vanilla and explicit Narrativism.
       
   284 While there is a continuum between them, the distribution of preferences
       
   285 along that continuum appears to be bimodal, and taking the concept of
       
   286 congruency into account explains why. This also explains why so many
       
   287 examples of vanilla Narrativism are difficult to distinguish from
       
   288 Simulationism. Quite simply, the practitioners want it that way.
       
   289 
       
   290 Besides metagame mechanics, other elements that could increase or
       
   291 decrease the prevalence of S-N congruity in a game include character
       
   292 design (traditional heroes will face fewer potentially S-N incongruent
       
   293 decisions than anti-heroes or more complex characters), choice of
       
   294 Premise, and the degree of realism in a setting. Attempts to portray
       
   295 settings that "simulate the world of movies instead of the real world"
       
   296 can be characterized as attempts to foster S-N congruency (though how
       
   297 successfully they accomplish it is unclear).
       
   298 
       
   299 Example 2: S-N congruency and Illusionism
       
   300 
       
   301 A now-wiser but still self-confident neonate Vampire leads her
       
   302 companions into the betrayer?s lair for the inevitable confrontation
       
   303 that both sides hope will be final. Oops, the enemy just make a
       
   304 spectacular success roll with the Possession discipline. Looks like our
       
   305 vengeful vampess is going to be working for the opposition for the rest
       
   306 of the scene. How deprotagonizing, especially since the major Premise
       
   307 happens to be about the nature of loyalty.
       
   308 
       
   309 The GM faces a decision that clearly has potential to be S-N
       
   310 incongruent: apply the effects of the roll, or fudge the roll to reduce
       
   311 the enemy?s success to an intermediate result that will play into the
       
   312 Premise rather than override it. If he chooses to let the roll stand,
       
   313 it?s clearly an S-N incongruent Simulationist decision. If he lies about
       
   314 the results of the roll, it?s clearly an S-N incongruent Narrativist
       
   315 decision. Or is it? Let?s look again at the definition of congruency:
       
   316 "?the /visible/ behavior resulting from..." An omniscient observer can
       
   317 clearly see the decision?s incongruency, as can the GM himself. But the
       
   318 GM isn?t telling, and there are no omniscient observers on the scene. As
       
   319 far as the players are concerned, no incongruency has occurred. Since
       
   320 congruency is based on visible behavior, there is no difference between
       
   321 the effective illusion of congruency and congruency itself.
       
   322 
       
   323 Thus, I believe, the concept of congruency gives us a framework for
       
   324 understanding illusionism in a straightforward way that is free of
       
   325 speculation about motivation. Other forms of illusionism appear to be
       
   326 similarly associated with other applications of congruency.
       
   327 
       
   328 G-N congruency?
       
   329 
       
   330 I think this occurs, but perhaps only in limited circumstances, such as,
       
   331 for example, when the Premise is about risk or fortune or fate. It?s
       
   332 certainly possible to create excellent Story with deep Premise about a
       
   333 group of people who go out and hunt a big powerful monster to take its
       
   334 treasure (ask the hundreds of Herman Melville buffs who live in my
       
   335 town), and under such circumstances, at least, the possibility of
       
   336 promoting G-N congruency appears promising. The actual techniques would
       
   337 probably be similar to those of S-G congruency (including illusionism)
       
   338 in many cases, with more severe constraints.
       
   339 
       
   340 It also appears that competitive storytelling games can be G-N
       
   341 congruent, through an entirely different approach.
       
   342 
       
   343 As for G-N-S congruency, it would have to incorporate G-N congruency as
       
   344 a start. It is certainly possible for an individual decision to be G-N-S
       
   345 congruent. But as for attempting to maintain such congruency
       
   346 consistently in a real game, my suspicion is that it?s theoretically
       
   347 possible, but the necessary constraints would be so severe that it would
       
   348 rarely be worth it.
       
   349 
       
   350 ----------
       
   351 
       
   352 That?s as far as I?ve got. I believe congruency could be a useful
       
   353 concept, not because it says very much that?s new, but because it gives
       
   354 us new language to use in applying the GNS model to real-world issues of
       
   355 coherency, drift, and taste. This could also help in the understanding
       
   356 and acceptance of the GNS model, because it addresses in a
       
   357 GNS-consistent way many of those in-between cases and tricky examples
       
   358 that people keep offering up as challenges to the validity of GNS.
       
   359 
       
   360 One more note: even as I?ve been writing this, others have been adding
       
   361 posts that are getting at the same idea. Just a few minutes ago
       
   362 Mytholder posted:
       
   363 
       
   364 Quote
       
   365 I'm well aware decisions are key here. I know a dramatist can make Sim
       
   366 decisions. I just don't think the majority of a players' decisions are
       
   367 "significant" in terms of GNS. It really doesn't matter if I chose to
       
   368 eat in that inn to ensure I don't suffer from fatigue-related
       
   369 penalities, or because it's a logical thing to do in terms of the
       
   370 simulation, or because I'm deliberately providing a plot opening for the
       
   371 GM. All three play styles are fully compatible with the action. It's
       
   372 only when the play styles are IN CONFLICT that GNS comes into it.
       
   373 
       
   374 
       
   375 Congruency gives us a more rigorous definition of "significant in terms
       
   376 of GNS," and also finds a way to apply GNS to the remaining "ground" (in
       
   377 the figure-vs.-ground sense) of decision, by specifying which modes
       
   378 those decisions are congruent with.
       
   379 
       
   380 - Walt
       
   381 	Logged
       
   382 
       
   383 ------------------------------------------------------------------------
       
   384 Wandering in the diasporosphere
       
   385 
       
   386 *Laurel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216>*
       
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   396 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16529#msg16529>
       
   397 *GNS and "Congruency"
       
   398 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16529#msg16529>*
       
   399 « *Reply #1 on:* April 01, 2002, 09:11:25 AM »
       
   400 	
       
   401 
       
   402 ------------------------------------------------------------------------
       
   403 While the idea of adding more jargon to an already jargon-heavy body of
       
   404 communication personally fills me with dismay, I can't argue with your
       
   405 logic Walt and I agree that this would be useful to do in this instance.
       
   406   What you are posting makes sense to me.  
       
   407 
       
   408 Laurel
       
   409 	Logged
       
   410 
       
   411 *Ron Edwards
       
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   423 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17506#msg17506>
       
   424 *GNS and "Congruency"
       
   425 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17506#msg17506>*
       
   426 « *Reply #2 on:* April 10, 2002, 08:19:14 AM »
       
   427 	
       
   428 
       
   429 ------------------------------------------------------------------------
       
   430 Hi Walt,
       
   431 
       
   432 I finally, finally managed to get to this thread. I think you've posted
       
   433 something well worth attention. I'll begin by saying that in all
       
   434 practical, observational points, I agree in full.
       
   435 
       
   436 The real question, as you know, is as you stated: /If congruency cannot
       
   437 be altered independently of coherency, then it is functionally
       
   438 equivalent to coherency and therefore useless as a separate concept./
       
   439 
       
   440 My own take on the matter is that I have been, all along, thinking of
       
   441 Coherence in such a way that it includes your concept of Congruency.
       
   442 It's still pretty hard for me to separate them, for a couple of reasons.
       
   443 
       
   444 1) I have tried to stress that compatibility of goals, in practice, is
       
   445 the defining feature of Coherence. The fact that goals are most
       
   446 compatible when they are similar-to-identical, as well as the fact that
       
   447 I tend to prefer such play situations personally, are not relevant; any
       
   448 compatible mix of different goals ("convergence?") is Coherent too.
       
   449 
       
   450 2) I tend to include the entire spectrum from "atomic" GNS decision, to
       
   451 "molecular" GNS activity (observable), to "substance" GNS profile (very
       
   452 observable), all the way to "group" or "object" GNS profile when I
       
   453 discuss these things. Or more accurately, I tend to encourage discussion
       
   454 at the upper end and let the lower/finer end take care of itself. (I'm
       
   455 working on some material to clarify this issue, to myself as well as to
       
   456 anyone who's interested. I'll be posting that when it's done.)
       
   457 
       
   458 Now the real question is whether my own ease of combining techniques
       
   459 with outcomes in #1, as well as my inclination to discuss mainly the
       
   460 upper-end (observable, functional) of the spectrum in #2, have been
       
   461 causing problems in discussion. If so, then Congruency as a concept
       
   462 would be the perfect solution.
       
   463 
       
   464 What I need to nail down is, if we use Congruency as you've defined it,
       
   465 what need is there for Coherence, as a term? I'm kind of chewing it
       
   466 over, personally, not goin' one way or another. Can you clarify that for
       
   467 me, or provide more examples of how the two terms might interrelate in
       
   468 practice?
       
   469 
       
   470 Best,
       
   471 Ron
       
   472 	Logged
       
   473 
       
   474 *Valamir <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36>*
       
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   484 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17510#msg17510>
       
   485 *GNS and "Congruency"
       
   486 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17510#msg17510>*
       
   487 « *Reply #3 on:* April 10, 2002, 08:40:55 AM »
       
   488 	
       
   489 
       
   490 ------------------------------------------------------------------------
       
   491 Quote from: Ron Edwards
       
   492 
       
   493 2) I tend to include the entire spectrum from "atomic" GNS decision, to
       
   494 "molecular" GNS activity (observable), to "substance" GNS profile (very
       
   495 observable), all the way to "group" or "object" GNS profile when I
       
   496 discuss these things. Or more accurately, I tend to encourage discussion
       
   497 at the upper end and let the lower/finer end take care of itself. (I'm
       
   498 working on some material to clarify this issue, to myself as well as to
       
   499 anyone who's interested. I'll be posting that when it's done.)
       
   500 
       
   501 Now the real question is whether my own ease of combining techniques
       
   502 with outcomes in #1, as well as my inclination to discuss mainly the
       
   503 upper-end (observable, functional) of the spectrum in #2, have been
       
   504 causing problems in discussion. If so, then Congruency as a concept
       
   505 would be the perfect solution.
       
   506 
       
   507 
       
   508 Speaking for myself I think, you've hit on the source of the problem I
       
   509 had for a long time.  You understood that GNS was formulated on the
       
   510 atomic level, and could freely translate the concepts up to the
       
   511 "molecular" and "subtance level".  But for me (and I suspect based on my
       
   512 own observations, many of us) I didn't see the translation going on and
       
   513 thought that GNS was formulated at the "substance" level...which in turn
       
   514 led me skim over and pay less attention to those times when you brought
       
   515 up "decisions".
       
   516 
       
   517 Mytholder and I had a very extended thread which basically boiled down
       
   518 what Walt skillfully summarized as Congruency.  If we'd had the
       
   519 vocabulary of Congruency at the time of the thread as it relates to GNS,
       
   520 we probably could have spent less time circling each other, and more
       
   521 time moveing the thread forward.
       
   522 
       
   523 Quote
       
   524 
       
   525 What I need to nail down is, if we use Congruency as you've defined it,
       
   526 what need is there for Coherence, as a term? I'm kind of chewing it
       
   527 over, personally, not goin' one way or another. Can you clarify that for
       
   528 me, or provide more examples of how the two terms might interrelate in
       
   529 practice?
       
   530 
       
   531 
       
   532 
       
   533 The way I see it from Walt's description is that they operate at
       
   534 different scales.
       
   535 
       
   536 Congruence, as he's defined it, is strictly an atomic level phenomenon.
       
   537  It allows us to identify Incongruent decisions that can be identified
       
   538 as occupying a GNS decision from the congruent decisions that could be
       
   539 more than one position and which can't be determined.  This is what
       
   540 Mytholder was calling "significant" and we were representing as blanks
       
   541 in the decision maps we were drawing (the blanks being congruent and the
       
   542 non blanks being incongruent...of course, in Walts model we'd need to
       
   543 use something other than blanks to represent the 4 different types of
       
   544 congruency).
       
   545 
       
   546 Coherency on the other hand looks at the pattern of incongruent
       
   547 decisions over the period of the game.  If the pattern of Incongruent
       
   548 decisions is dominantly one position, N----N----N--N, for instance, then
       
   549 the game is N Coherent.  If the pattern of Incongruent decisions is a
       
   550 mix of GNS positions, N---G----N----S---S---S---G, for instance, then
       
   551 the game is Incoherent.
       
   552 
       
   553 Whether an Incoherent game is dysfunctional or a functional hybrid would
       
   554 need to be determined using other tools.
       
   555 
       
   556 Needless to say, I'm a BIG fan of this method of analysing GNS.  Walt
       
   557 managed to summarize alot of concepts I was batting around with
       
   558 Mytholder very succinctly.
       
   559 	Logged
       
   560 
       
   561 ------------------------------------------------------------------------
       
   562 Ralph Mazza
       
   563 Universalis:  The Game of Unlimited Stories
       
   564 <http://www.ramshead.indie-rpgs.com>
       
   565 
       
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   577 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17523#msg17523>
       
   578 *GNS and "Congruency"
       
   579 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17523#msg17523>*
       
   580 « *Reply #4 on:* April 10, 2002, 10:10:50 AM »
       
   581 	
       
   582 
       
   583 ------------------------------------------------------------------------
       
   584 Hey, wait.
       
   585 
       
   586 Isn't coherency at the game-text level, I mean at the V:tM or Sorcerer
       
   587 or Smurfs: the Smurfing level, and doesn't it mean that all the game's
       
   588 rules plus its hype work together well to drive the game?
       
   589 
       
   590 Like an N-coherent game is one where you can make consistently N
       
   591 decisions without having to compromise with the rules, right?  The game
       
   592 supports you in your consistently N decision-making.
       
   593 
       
   594 If so, congruency and coherency aren't that closely related at all.  I
       
   595 think congruency is more related to (but opposite to) 'perviness,' as in
       
   596 "I'm a pervy Narrativist."  
       
   597 
       
   598 A highly congruent N-S game is one that supports decisions that might be
       
   599 N, might be S.  Sorcerer, I'd say as an example, and having never played
       
   600 it, is more congruent than The World, the Flesh, and the Devil, because
       
   601 it's damn hard to make a (game-rule significant) decision in the WF&D
       
   602 that /isn't/ Narrativist.  Sorcerer on the other hand has all kinds of
       
   603 support for Sim decisions, like stats with numbers and things.  Yes you
       
   604 can/must/will use them to drive a story, but any given Lore roll (again
       
   605 just talking out my butt) might be Sim instead, hard to say.  I fail my
       
   606 Lore roll -- is what happens because it makes for a good story, or
       
   607 because it's consistent with the world-sim?  Who knows?  Hence: congruent.
       
   608 
       
   609 ('Pervy' is kind of the opposite of 'vanilla,' right?  Which would make
       
   610 'highly congruent' and 'vanilla' into cousins, which sounds right to me.)
       
   611 
       
   612 -Vincent
       
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   614 
       
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   626 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17528#msg17528>
       
   627 *GNS and "Congruency"
       
   628 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17528#msg17528>*
       
   629 « *Reply #5 on:* April 10, 2002, 10:40:43 AM »
       
   630 	
       
   631 
       
   632 ------------------------------------------------------------------------
       
   633 Sorry about this, but here's what I mean.
       
   634 
       
   635 A coherent, incongruent ('pervy') game like the WF&D looks like this:
       
   636 
       
   637 N--N-NNNN-N--N-NN-N-
       
   638 
       
   639 A coherent, congruent ('vanilla'?) game like Sorcerer (I speculate)
       
   640 looks like this:
       
   641 
       
   642 N----N--N---N---N----N
       
   643 
       
   644 An incoherent, congruent game looks like this:
       
   645 
       
   646 ------N--S-GG---N----
       
   647 
       
   648 And an incoherent, incongruent game looks like this:
       
   649 
       
   650 G-NNS--GGS-SN--G-NNS
       
   651 
       
   652 Where - is a decision that an observer can't tell by looking at it alone
       
   653 whether it's S, G, or N.
       
   654 
       
   655 Oh and which, rereading it, is almost exactly what you said, Valamir.
       
   656 
       
   657 -Vincent
       
   658 	Logged
       
   659 
       
   660 *Ron Edwards
       
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   672 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17540#msg17540>
       
   673 *GNS and "Congruency"
       
   674 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17540#msg17540>*
       
   675 « *Reply #6 on:* April 10, 2002, 12:01:15 PM »
       
   676 	
       
   677 
       
   678 ------------------------------------------------------------------------
       
   679 Hi Vincent,
       
   680 
       
   681 Coherence, like nearly all the terms in the essay except for
       
   682 system-tools, refers to play. Just like "Gamist RPG" refers to "game
       
   683 whose rules facilitate Gamist play," "coherent RPG design" refers to
       
   684 "game whose rules facilitate coherent play."
       
   685 
       
   686 From the essay: /By "coherence," I mean the degree to which a group of
       
   687 people can hit upon and sustain a shared Premise ... - and by
       
   688 definition, continue to enjoy the social role-playing activity
       
   689 consistently./
       
   690 
       
   691 It so happens that I claim, in practice, that GNS-focused game designs
       
   692 are more reliably coherent, but that's not a definition.
       
   693 
       
   694 So if I'm not mistaken, coherence exists as an end-product - the point
       
   695 is whether Congruency exists as a means to it that can be identified in
       
   696 some useful way or level, or whether it's a grab-bag,
       
   697 possibly-unnecessary synonym for "play which facilitates Coherence."
       
   698 
       
   699 I agree that techniques for that kind of play, which successfully
       
   700 resolve potential incompatibilities among (a) within-mode differences (N
       
   701 vs. N'), or (b) among-mode differences (G vs. N vs. S), deserve a lot of
       
   702 attention. But do they deserve any name but Coherence-preserving or
       
   703 Coherence-creating techniques? Considering that that's what they
       
   704 actually do?
       
   705 
       
   706 Just to be clear, I'm not trying to scrub out Walt's suggestion
       
   707 regarding the term Congruence. I want to dissect out the topic with
       
   708 great care, because it's important.
       
   709 
       
   710 The most important thing, of course, is what it seems we all agree on:
       
   711 that the level of GNS application between one person's decision and
       
   712 successful group play does need to be brought more into the light, both
       
   713 in the essay and during discussions.
       
   714 
       
   715 Best,
       
   716 Ron
       
   717 	Logged
       
   718 
       
   719 *Mike Holmes
       
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   731 *GNS and "Congruency"
       
   732 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17542#msg17542>*
       
   733 « *Reply #7 on:* April 10, 2002, 12:21:54 PM »
       
   734 	
       
   735 
       
   736 ------------------------------------------------------------------------
       
   737 Um, I'm having problems with the terms selected. Congruent means
       
   738 something like "Similar to" or parallel. Having some qualities in
       
   739 common. While Incongruent means the opposite. Having dissimilarities.
       
   740 
       
   741 So did I misread the definitions above, or are these terms being used in
       
   742 a really odd fashion? This seems totally counterintuitive to me.
       
   743 
       
   744 Wouldn't it be congruent = behavior that adheres to one GNS style, and
       
   745 Incongruent = behavior that does not adhere to a single style?
       
   746 
       
   747 If this is the case then I can see using congruency to say something
       
   748 like "the players' deisions being congruent with Gamism led to a
       
   749 coherently Gamist experience." In this case indicating the atomic level
       
   750 discussion of behavior as it relates to an entire game experience (a
       
   751 "molecular" level event). As Ralph and others have intimated it might be
       
   752 used.
       
   753 
       
   754 Or am I just confused?
       
   755 
       
   756 Mike
       
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   759 ------------------------------------------------------------------------
       
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   773 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17543#msg17543>
       
   774 *GNS and "Congruency"
       
   775 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17543#msg17543>*
       
   776 « *Reply #8 on:* April 10, 2002, 12:22:15 PM »
       
   777 	
       
   778 
       
   779 ------------------------------------------------------------------------
       
   780 At this point I'm seeing them as 2 completely seperate ideas trying to
       
   781 define 2 seperate (but related) concepts.
       
   782 
       
   783 Whether an individual decision is Congruent or Incongruent does not tell
       
   784 you whether the resulting game with be Coherent or Incoherent, therefor
       
   785 I don't think we can see Congruency as being "Coherent Preserving" or not.
       
   786 
       
   787 That said, I think the very definition of Coherency needs to be
       
   788 tightened up.  For instance in the part of your essay you quote above
       
   789 you say "By 'coherence,' I mean the degree to which a group of people
       
   790 can hit upon and sustain a shared Premise ... - and by definition,
       
   791 continue to enjoy the social role-playing activity consistently"
       
   792 
       
   793 There are two weakness with this definition I see.
       
   794 
       
   795 First, the last part very strongly implies that a game needs to be
       
   796 coherent in order for players to enjoy the activity consistently.  This
       
   797 is at odds with the comments you made in another thread of mine
       
   798 regarding Coherency, where you acknowledge the potential for Functional
       
   799 Hybrids.  
       
   800 
       
   801 Second, I have difficulty with tieing the concept of Coherency back to
       
   802 Premise.  One reason is that there are several different types of
       
   803 Premise discussed in the essay (a seperate pet peeve of mine), but there
       
   804 is no indication of which form of premise leads to Coherency.  Another
       
   805 is that in practice, Coherency has been used to refer to a game which
       
   806 targets a specific GNS position consistently.  Thus, I fail to see the
       
   807 purpose of tieing Coherency back to Premise at all, when what it appears
       
   808 to be is an aspect of GNS positions.
       
   809 
       
   810 Note:  I'm not saying the definition of Coherency needs to be scrapped
       
   811 or changed.  Just that it could use a good bit of clarifying.  It is
       
   812 difficult to evaluate whether "Congruence" is really the same thing as
       
   813 "Coherent" when I can't fully understand what is meant by "Coherent".
       
   814 	Logged
       
   815 
       
   816 ------------------------------------------------------------------------
       
   817 Ralph Mazza
       
   818 Universalis:  The Game of Unlimited Stories
       
   819 <http://www.ramshead.indie-rpgs.com>
       
   820 
       
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   832 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17544#msg17544>
       
   833 *GNS and "Congruency"
       
   834 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17544#msg17544>*
       
   835 « *Reply #9 on:* April 10, 2002, 12:27:17 PM »
       
   836 	
       
   837 
       
   838 ------------------------------------------------------------------------
       
   839 Ron,  
       
   840 
       
   841 Huh.
       
   842 
       
   843 So I've been thinking too narrowly about coherence, then.  You're saying
       
   844 that this:
       
   845 
       
   846 NSS--NNN-S--NSSN---S
       
   847 
       
   848 Might well be a coherent NS game, not necessarily an incoherent game
       
   849 with N and S in conflict.
       
   850 
       
   851 Yes?
       
   852 
       
   853 -Vincent
       
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   866 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17547#msg17547>
       
   867 *GNS and "Congruency"
       
   868 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17547#msg17547>*
       
   869 « *Reply #10 on:* April 10, 2002, 12:38:08 PM »
       
   870 	
       
   871 
       
   872 ------------------------------------------------------------------------
       
   873 Mike,
       
   874 
       
   875 Walt is using the term in the technically correct manner which seems odd
       
   876 on first blush.  
       
   877 
       
   878 If a decision can be used to support both a G position and an S position
       
   879 than the decision is Congruent between G and S.  Thus a decision which
       
   880 only supports a single position in not congruent with any other decision
       
   881 and is therefor considered incongruent.
       
   882 	Logged
       
   883 
       
   884 ------------------------------------------------------------------------
       
   885 Ralph Mazza
       
   886 Universalis:  The Game of Unlimited Stories
       
   887 <http://www.ramshead.indie-rpgs.com>
       
   888 
       
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   900 *It's an O-blood Kinda Thing.
       
   901 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17550#msg17550>*
       
   902 « *Reply #11 on:* April 10, 2002, 12:49:13 PM »
       
   903 	
       
   904 
       
   905 ------------------------------------------------------------------------
       
   906 What I am hearing so far makes it sound like 'congruent' decisions (I
       
   907 agree with Mike, the term is counter-intuitive) are decisions /at the
       
   908 atomic level/ that cannot be determined to be Particles G, N, or S and
       
   909 function as any of them.  (Perhaps a GNS uncertainty principle at work?)
       
   910 
       
   911 The reason Ron seems to be having trouble settling them in terms of
       
   912 coherence is because he's looking for a relationship (much like the many
       
   913 people who try to connect Director Stance to Narrativism).  There isn't any.
       
   914 
       
   915 What we seem to be talking about here is what O-type blood is once it's
       
   916 in the blood stream.  You infuse O-type into a person with AB blood and
       
   917 what do you get?  A living person with AB blood.  The same goes for all
       
   918 the GNS modes and hybrids.  An O-type decision (one that /is/ congruent)
       
   919 disappears when you consider the overall flow of the game.  It's the AB
       
   920 blood cells that tell you what blood-type a person has, no matter how
       
   921 much O-type blood has been infused.  (Note; the patient is dying if they
       
   922 have too many /different/ blood-types mixing in their veins - that is
       
   923 incoherency - the amount of O-type blood makes no difference.)
       
   924 
       
   925 So basically O-particles work as any of the types as needed and they are
       
   926 not considered in the search for coherency.  If a molecule has
       
   927 O-particles and G-particles, then it is a G-molecule; the same goes for
       
   928 S-particles and N-particles.  This continues to carry forward all the
       
   929 way up to the 'substance level.'  If a substance is made primarily of
       
   930 G-molecules, no matter how many O-particles it has, it's the G-element
       
   931 fully coherently.
       
   932 
       
   933 The only reason I see this as an asset is that it allows us to say, "Oh
       
   934 that's an O-type decision, we cannot determine GNS-state from that" - a
       
   935 mechanism to agree to disagree more readily and move on.  A patch if you
       
   936 will to the 'crunchiness' of the GNS.
       
   937 
       
   938 Fang Langford
       
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   940 
       
   941 ------------------------------------------------------------------------
       
   942 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   943 Game System.  This project has been permanently suspended.  If you have
       
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   945 can be reached at ripjack@mad.scientist.com
       
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   947 
       
   948 *Walt Freitag
       
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   959 *GNS and "Congruency"
       
   960 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17565#msg17565>*
       
   961 « *Reply #12 on:* April 10, 2002, 02:05:22 PM »
       
   962 	
       
   963 
       
   964 ------------------------------------------------------------------------
       
   965 A few quick points:
       
   966 
       
   967 1. I will hereinafter try to stick to "congruence" and "coherence"
       
   968 instead of the alternatives ending with y.
       
   969 
       
   970 2. The thread with Mytholder that Valamir refers to was what gave me the
       
   971 idea to pursue congruence as a concept. I found that discussion very
       
   972 interesting despite (and in part, because of) the communications
       
   973 difficulty it revealed.
       
   974 
       
   975 3. /This is what... we were representing as blanks in the decision maps
       
   976 we were drawing (the blanks being congruent and the non blanks being
       
   977 incongruent...of course, in Walts model we'd need to use something other
       
   978 than blanks to represent the 4 different types of congruency)./
       
   979 
       
   980 Probably not necessary in most real-world cases. Any type of congruence
       
   981 means you cannot characterize the decision specifically as G, N, or S;
       
   982 the only difference between the types is whether one of the three
       
   983 possibilities (and if so which one) is ruled out.
       
   984 
       
   985 Now, to the main issue, which Ron has not surprisingly homed in on. It's
       
   986 irrelevant that coherence is defined differently from congruence if in
       
   987 practice they amount to the same thing. So, do they?
       
   988 
       
   989 Quote from: Ron Edwards
       
   990 I have tried to stress that compatibility of goals, in practice, is the
       
   991 defining feature of Coherence. The fact that goals are most compatible
       
   992 when they are similar-to-identical, as well as the fact that I tend to
       
   993 prefer such play situations personally, are not relevant; any compatible
       
   994 mix of different goals ("convergence?") is Coherent too.
       
   995 
       
   996 
       
   997 "compatibility of goals, in practice"... but where's the emphasis? Does
       
   998 this mean compatibility of goals with each other in the context of a
       
   999 particular practice, or does it mean compatibility of the goals with the
       
  1000 practice itself? I always read it as the latter. (It's almost but not
       
  1001 quite the same thing... one single goal must always be compatible with
       
  1002 itself, but could be incompatible with the practice.)
       
  1003 
       
  1004 If it's the latter, the congruence has no direct definitional
       
  1005 relationship to coherence, but a logical connection can be made that
       
  1006 congruence implies coherence. If it's the former, then congruence is by
       
  1007 definition one form of coherence. In either case, though, congruence is
       
  1008 far from synonymous with coherence itself.
       
  1009 
       
  1010 From what I've seen, advice stemming from GNS theory usually emphasizes
       
  1011 achieving coherence in ways other than promoting congruence (e.g., pick
       
  1012 a single goal and focus on it).
       
  1013 
       
  1014 Also, there is an "idealized" concept of coherence that may not be
       
  1015 implied in the original definition but is, I believe, often read into
       
  1016 it. Idealized coherence raises the bar from compatibility of goals with
       
  1017 each other and/or with the practice, to active promotion of the desired
       
  1018 goals by the practice. (Especially when one primary goal is identified,
       
  1019 compatibility /of/ goals no longer appears the issue; compatibility of
       
  1020 practices /with/ the goal becomes paramount, and that bar can easily be
       
  1021 raised to "promotion of" that goal.) For that idealized form of
       
  1022 coherence, coherence and congruence become completely disjoint at the
       
  1023 atomic level (an individual decision either promotes the main goal
       
  1024 specifically, or it is congruent, or it promotes a different goal and is
       
  1025 incoherent; it cannot be any two simultaneously). At higher levels this
       
  1026 translates into a linear trade-off between the prevalence of congruent
       
  1027 decisions versus coherent decisions, represented by the continuum
       
  1028 between vanilla and pervy.
       
  1029 
       
  1030 Phew, very abstract, all that. In actual practice I see the following
       
  1031 differences:
       
  1032 
       
  1033 - A group of players can be loosely described as coherent or incoherent
       
  1034 based on how similar their goals are, without taking into account their
       
  1035 practices. This may not be strictly proper, but it's done. Congruence
       
  1036 has no meaning in that context.
       
  1037 
       
  1038 - A game system can be characterized as coherent or incoherent, without
       
  1039 taking into account the players, based on whether it promotes a
       
  1040 compatible set of goals or not. My hypothesis is that a game system can
       
  1041 also be characterized as congruent or incongruent based on whether it
       
  1042 promotes congruence between different goals or not. A game might be
       
  1043 coherent by virtue of it clearly promoting a single GNS goal type, or it
       
  1044 might be coherent by virtue of promoting multiple cross-GNS goals but
       
  1045 also promoting congruency between those goals. Also, it might (in
       
  1046 theory) be coherent, despite promoting multiple cross-GNS goals, through
       
  1047 some other means, but I don't believe any such means are known.
       
  1048 
       
  1049 - A relatively small unit of game practice can be characterized as
       
  1050 promoting congruence or incongruence, before the fact, at a level where
       
  1051 the concept of coherence appears difficult to apply. Usually this comes
       
  1052 in the form of realizing that a certain practice unnecessarily promotes
       
  1053 incongruence. For example, a system might offer metagame rewards for a
       
  1054 character to behave in certain protagonistic ways without regard for
       
  1055 whether that behavior makes any sense for the character (unnecessary S-N
       
  1056 incongruence), or a setting might introduce a puzzle that is easy for
       
  1057 the players to solve but unreasonable for the characters to be able to
       
  1058 do so (unnecessary G-S incongruence). A game system rule promoting G-S
       
  1059 incongruence could be a definition of what a "loophole" is.
       
  1060 
       
  1061 - The concept of coherence appears to be most "at home" at the level of
       
  1062 evaluating a game system. The concept of congruence appears to be most
       
  1063 "at home" at the level of evaluating a specific rule, encounter, scene,
       
  1064 or other relatively small unit of play.
       
  1065 
       
  1066 - Specific gamemastering practices can often easily be described as
       
  1067 promoting congruence or incongruence. I haven't seen much discussion
       
  1068 here of effects of gamemastering practices on coherence or incoherence.
       
  1069 (That doesn't mean it's not a viable concept; it's the nature of this
       
  1070 forum to look at things from a system designer's point of view.)
       
  1071 
       
  1072 - Again, the main point: consistent congruence throughout a system might
       
  1073 imply coherence at least of a sort. Incongruence, even when pervasive,
       
  1074 does not imply incoherence. A gamist game might be filled with rules
       
  1075 loopholes and might despite (or because of) that be a good coherent
       
  1076 gamist game. A narrativist game might reward players for changing the
       
  1077 character's nature during play for purely noncausal reasons, and still
       
  1078 be a good coherent narrativist game.
       
  1079 
       
  1080 - However, I would suggest that a system that promotes goals from
       
  1081 different GNS modes, and does not promote congruence, must be incoherent.
       
  1082 
       
  1083 - Walt
       
  1084 	Logged
       
  1085 
       
  1086 ------------------------------------------------------------------------
       
  1087 Wandering in the diasporosphere
       
  1088 
       
  1089 *Walt Freitag
       
  1090 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370>*
       
  1091 Member
       
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  1093 Posts: 1024
       
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  1098 	
       
  1099 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17570#msg17570>
       
  1100 *GNS and "Congruency"
       
  1101 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17570#msg17570>*
       
  1102 « *Reply #13 on:* April 10, 2002, 02:26:24 PM »
       
  1103 	
       
  1104 
       
  1105 ------------------------------------------------------------------------
       
  1106 Fang's blood-type analogy reminds me of a point I forgot to make: since
       
  1107 congruence applies to a particle, only a pervasive pattern of congruence
       
  1108 has any meaning at higher levels. So when I say something like
       
  1109 "congruence is by definition one form of coherence," I mean that
       
  1110 pervasive congruence throughout play, not some small number of
       
  1111 individual instances, would result in coherence.
       
  1112 
       
  1113 An open question is, how pervasive can congruence be? To borrow Fang's
       
  1114 analogy, do any "Type O" people exist, or does everyone inevitably have
       
  1115 enough "A", "B" etc. particles that they must fall into some other type?
       
  1116 If pervasive congruence is not a real phenomenon, then as Fang says the
       
  1117 applicability of the concept is very limited.
       
  1118 
       
  1119 I believe pervasive congruence is real and in fact fairly common, which
       
  1120 is why specific occurrences that introduce additional unnecessary
       
  1121 incongruence (such as a particular scene where OOC knowledge suddenly
       
  1122 becomes an issue) cause noticeable problems in play.
       
  1123 
       
  1124 - Walt
       
  1125 	Logged
       
  1126 
       
  1127 ------------------------------------------------------------------------
       
  1128 Wandering in the diasporosphere
       
  1129 
       
  1130 *Gordon C. Landis
       
  1131 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=35>*
       
  1132 Member
       
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  1134 Posts: 1011
       
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  1139 	
       
  1140 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17691#msg17691>
       
  1141 *GNS and "Congruency"
       
  1142 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17691#msg17691>*
       
  1143 « *Reply #14 on:* April 11, 2002, 11:35:27 AM »
       
  1144 	
       
  1145 
       
  1146 ------------------------------------------------------------------------
       
  1147 Quote
       
  1148 - Specific gamemastering practices can often easily be described as
       
  1149 promoting congruence or incongruence. I haven't seen much discussion
       
  1150 here of effects of gamemastering practices on coherence or incoherence.
       
  1151 (That doesn't mean it's not a viable concept; it's the nature of this
       
  1152 forum to look at things from a system designer's point of view.)
       
  1153 
       
  1154 Based on an initial, quick reading - "Robin's Laws" is all about
       
  1155 congruent GM techniques.  I'll reread carefully for anything that could
       
  1156 be brought to bear on coherence . . . just like I'll have to re-read
       
  1157 this thread carefully to make sure I understand the concepts.
       
  1158 
       
  1159 FWIW, I agree with Valamir that something about this issue is one big
       
  1160 thing folks "trip" over regarding GNS.  Without an understanding of the
       
  1161 subtleties around atom/molecule/substance (or decision/style/prefernce,
       
  1162 etc.), it's easy to become convinced that "GNS doesn't apply to how I
       
  1163 play games, so it's bunk."
       
  1164 
       
  1165 Gordon
       
  1166 	Logged
       
  1167 
       
  1168 ------------------------------------------------------------------------
       
  1169 Gordon C. Landis
       
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