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34 | |-+ *GNS Model Discussion |
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35 <http://www.indie-rpgs.com/forum/index.php?board=3.0>* |
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36 | | |-+ *GNS and "Congruency" |
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37 <http://www.indie-rpgs.com/forum/index.php?topic=1733.0>* « previous |
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41 |
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42 *Pages:* [*1*] 2 |
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43 <http://www.indie-rpgs.com/forum/index.php?topic=1733.15> Print |
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44 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1733.0> |
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45 |
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46 Author Topic: GNS and "Congruency" (Read 2443 times) |
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47 |
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48 *Walt Freitag |
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49 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370>* |
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50 Member |
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51 |
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52 Posts: 1024 |
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53 |
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54 |
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55 View Profile |
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56 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370> |
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57 |
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58 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16477#msg16477> |
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59 *GNS and "Congruency" |
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60 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16477#msg16477>* |
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61 « * on:* March 30, 2002, 08:42:29 AM » |
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62 |
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63 |
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64 ------------------------------------------------------------------------ |
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65 GNS and "Congruency" |
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66 |
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67 This idea was inspired by all the recent GNS discussion using examples |
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68 of individual game decisions that are ambiguous in terms of revealing |
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69 the GNS decision-making preferences of the participants who made them. |
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70 Instead of regarding this common situation as merely an inconvenience |
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71 for GNS analysis, I believe it could be a phenomenon useful to focus |
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72 some attention on in its own right. |
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73 |
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74 Quote from: Mike Holmes |
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75 Just as a point of clarification (which may, ironically, confuse the |
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76 issue some), quite often the same decision can be made for different |
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77 reasons. I know I point this out all the time, but it is important here. |
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78 It is one of the reasons that it is hard to determine the nature of a |
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79 decision by observation. Quite often through coincidence the same |
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80 decision could have been motivated by more than one of the three |
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81 motives. Not always, sometimes it's very obvious. But quite often. |
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82 |
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83 |
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84 Such observations in recent threads have been particularly helpful in |
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85 developing this concept, which I?ve chosen to term *congruency.* |
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86 |
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87 Definition and Usage: |
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88 |
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89 A *congruent* decision is a decision made by a participant (GM or |
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90 player) during play that cannot, on the basis of the visible behavior |
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91 resulting from the decision, be categorized as belonging to a specific |
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92 mode of decision-making enumerated by the underlying model. In the |
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93 context of the GNS model there are exactly four possible congruencies, |
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94 representing the four combinations of two or more modes for which a |
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95 decision may be ambiguous. |
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96 |
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97 This definition refers only to visible behavior, not underlying motive |
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98 or any other unknowable quality. Thus, such questions as whether or not |
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99 every individual decision "really is" purely G, N, or S in nature, or |
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100 whether it can be "43% this, 57% that," are irrelevant for purposes of |
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101 discussing congruency. |
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102 |
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103 To specify a particular congruency, we could say that a decision is |
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104 "congruent with respect to" or simply "congruent with" any two (or all |
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105 three) modes. For shorthand we might use (and I will use) e.g. "S-N |
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106 congruent" for "congruent with respect to Simulationism and |
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107 Narrativism." Congruency is reflexive; there is no distinction between |
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108 e.g. "G-S congruency" and "S-G congruency." However, for a further |
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109 shorthand, when speaking in the context of discussion of one of the |
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110 three modes, it should be OK to say that a decision is e.g. "S |
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111 congruent" meaning congruent between the mode specified (in this case, |
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112 S) and the mode under discussion. |
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113 |
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114 Keep in mind, however, that even when speaking of congruency between two |
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115 specific modes, the third mode cannot be completely disregarded. For |
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116 example, a decision that is unambiguously Gamist is *not* S-N congruent. |
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117 To be S-N congruent, the decision has to be either unambiguously /not/ |
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118 Gamist, or ambiguous with respect to Gamism (in which case it could be |
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119 G-S-N congruent, which also counts as S-N congruent). |
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120 |
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121 A congruent decision, by definition, does not influence the long-term |
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122 judgment of whether the participant?s overall pattern of decision-making |
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123 falls into one or the other of the modes with which the decision is |
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124 congruent. |
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125 |
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126 By analogy with the GNS modes themselves, we could also describe a |
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127 system or practice as congruent (or more specifically, as e.g. G-S |
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128 congruent) as a verbal shorthand meaning that that system or practice |
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129 promotes or rewards decision-making by participants that is congruent in |
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130 the way specified. This purely definitional and is not meant to assume |
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131 that such systems or practices exist. |
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132 |
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133 Incongruency |
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134 |
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135 The opposite of congruency can only be termed incongruency, which sounds |
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136 like a bad thing but, in and of itself, isn?t. An incongruent decision |
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137 is nothing more or less than a decision whose visible expression |
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138 provides evidence that the decision-maker?s pattern of decisions |
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139 conforms to a specific one of the three GNS modes. (It doesn?t have to |
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140 be conclusive evidence. If a player were to make a series of incongruent |
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141 decisions, some clearly simulationist and others clearly narrativist, we |
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142 might be unable to characterize his overall pattern of decision-making, |
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143 but each individual decision would provide some evidence in favor of one |
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144 or the other possibility.) |
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145 |
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146 In practice, incongruent decisions appear usually to be ones where an |
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147 observer can tell that there were other options open to the player |
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148 which, if chosen, would have advanced different GNS goals than the |
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149 choice the player actually made. Thus, what makes a decision incongruent |
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150 (or congruent) is not just the decision itself, but also the |
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151 circumstances (especially, other choices that were available) under |
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152 which the decision is made. For that reason, it?s acceptable and |
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153 understandable to describe a decision situation in which the decision |
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154 has not yet been made as congruent or incongruent, as long as it?s |
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155 understood that this is a loose usage that really means "likely to |
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156 result in a congruent/incongruent decision." |
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157 |
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158 Congruency versus Coherency |
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159 |
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160 Congruency and coherency are not the same thing, though they are |
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161 related. Definitionally they exist on different levels: coherency is an |
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162 emergent quality that applies to an entire system, group, or large unit |
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163 of actual game play, while congruency applies to individual decisions. |
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164 Nonetheless, in the application of theory, the concept of |
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165 coherency/incoherency "reaches down" into the realm of individual game |
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166 mechanisms or practices, while the concept of congruency/incongruency |
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167 "reaches up" into patterns of decision-making and the in-game situations |
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168 in which they occur. It?s likely they?re going to meet and coexist |
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169 somewhere in the middle. |
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170 |
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171 Examples of poor play resulting from an incoherent system, and examples |
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172 of excellent play in a coherent system, all seem to begin with a player |
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173 making an incongruent decision. In the former case, the decision |
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174 conflicts with the goals of other participants, representing |
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175 dysfunction. In the latter case, all the participants have compatible |
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176 goals so there is no dysfunction. In fact, the others generally take |
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177 pleasure in the fact that the decision-maker made a choice that advances |
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178 everyone?s goals even though other choices were available. |
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179 |
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180 A useful concept? |
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181 |
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182 If congruency is outside the control of system designers or game |
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183 participants, then it is a useless concept. |
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184 |
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185 If congruency cannot be altered independently of coherency, then it is |
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186 functionally equivalent to coherency and therefore useless as a separate |
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187 concept. |
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188 |
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189 I believe that neither of these is the case. I believe that certain |
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190 techniques and design considerations bear directly upon congruency, and |
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191 that they are useful in two ways: |
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192 |
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193 1. To attenuate the dysfunction caused by an incoherent system or a |
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194 group of participants with incoherent goals, by reducing the occurrence |
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195 of incongruency during play. |
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196 |
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197 2. To adjust the level of metagame or other forms of self-conscious |
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198 decision-making in coherent play, in either direction, by controlling |
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199 the occurrence of incongruency during play. |
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200 |
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201 I further hypothesize that various forms (and especially, the most |
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202 successfully functional forms) of vanilla play, abashed play, and drift |
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203 will prove to be characterized by rules and practices promoting congruency. |
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204 |
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205 The interesting questions, I believe, are whether there are other |
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206 techniques to be discovered, or if the known techniques can be applied |
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207 in new ways such as embodying them in system designs. |
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208 |
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209 Example 1: OOC knowledge and G-S congruency |
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210 |
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211 A GM running a fantasy game plays out an encounter with vampires. A |
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212 player-character recognizes the obvious vampiric demeanor of the |
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213 vampires, and immediately acts upon the strategy of fleeing until |
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214 sunrise, then finding the vampires? coffins and staking them. The GM is |
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215 displeased because he believes that the player-characters, being from |
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216 outside the European-style portion of the world in which the vampires |
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217 exist, should not be able to recognize the vampires for what they are, |
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218 let alone already know the best way to destroy them. |
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219 |
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220 Clearly there are GNS coherency problems at work here. Why does the GM |
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221 not want the player-character to act on OOC knowledge? Because he |
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222 believes that the goal of play is to create verisimilitude, and besides, |
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223 the vampires were supposed to be difficult opponents that would hook the |
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224 players into exploration of a really cool storyline. Why does the player |
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225 want to act on OOC knowledge? Because the game system rewards him for |
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226 dispatching enemies in the most effective possible way with the least risk. |
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227 |
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228 But even though the specific problem stems from lack of coherency, it |
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229 could be solved on the level of congruency. If the vampires in the |
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230 encounter have to be straight out of Hollywood, then the GM can easily |
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231 make sure the player-characters are aware of the same vampire legends |
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232 the players know. (He would also allow for that knowledge when designing |
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233 the difficulty of the encounter.) Then, the player?s decision to try to |
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234 stake the vampires would be a completely G-S congruent one. Or, if the |
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235 GM doesn?t want the characters to know anything about the enemy, then he |
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236 should invent a new creature with different habits and weaknesses than a |
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237 standard vampire. The players will try their best to figure out how to |
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238 survive and destroy the enemy, just as their characters would do in that |
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239 situation, so again, their decisions will be G-S congruent. |
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240 |
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241 Note that neither of these solutions, for better or worse, affects the |
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242 underlying GNS issue. The GM still has Simulationist expectations, and |
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243 the player is still chasing those Gamist rewards. But the specific |
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244 instance of dysfunction that was making the participants unhappy has |
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245 been averted. |
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246 |
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247 This is only one example of dozens if not hundreds of known practices |
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248 and system rules that appear to bear directly on G-S congruency. Many of |
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249 these, as in the example, take the form of "don?t-do" constraints, |
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250 suggesting that congruency does come at a cost in design freedom. A GM |
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251 who wants G-S congruency, and wants Hollywood vampires, and wants the |
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252 player-characters to not already know how to kill said vampires, is just |
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253 SOL. |
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254 |
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255 S-N congruency |
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256 |
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257 As Mike Holmes pointed out in the same post the quote above was taken |
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258 from, a player acting entirely on narrativist motivations would still |
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259 make decisions compatible with "what the character would do" much of the |
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260 time, because a good story has to be plausible. In other words many |
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261 non-Gamist decisions are S-N congruent. |
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262 |
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263 What we should be interested in are the exceptions. When does S-N |
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264 incongruency arise? |
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265 |
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266 - When a participant makes a decision that is consistent with |
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267 verisimilitude but detracts from the story (deprotagonization). |
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268 - When a participant makes a decision that is consistent with the |
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269 creation of Story or exploration of Premise, but detracts from |
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270 verisimilitude in some way. It might do so by being inconsistent with |
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271 the character, or by invoking an explicitly metagame mechanism. |
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272 |
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273 Note that opting not to make use of an available Narrativist-oriented |
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274 metagame mechanism is not proof that a simulationist decision was made, |
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275 as long as the option chosen instead was also consistent with the goal |
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276 of creating story, so such a decision is not usually S-N incongruent. |
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277 However, use of a metagame mechanism is almost always S-N incongruent. |
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278 |
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279 This immediately suggests that a dichotomy of taste could arise, between |
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280 those who prefer the self-conscious decision making of Narrativist |
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281 metagame mechanisms and those who prefer to create story within the |
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282 constraints of S-N congruency. I believe this dichotomy is already known |
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283 in practice as the distinction between vanilla and explicit Narrativism. |
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284 While there is a continuum between them, the distribution of preferences |
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285 along that continuum appears to be bimodal, and taking the concept of |
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286 congruency into account explains why. This also explains why so many |
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287 examples of vanilla Narrativism are difficult to distinguish from |
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288 Simulationism. Quite simply, the practitioners want it that way. |
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289 |
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290 Besides metagame mechanics, other elements that could increase or |
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291 decrease the prevalence of S-N congruity in a game include character |
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292 design (traditional heroes will face fewer potentially S-N incongruent |
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293 decisions than anti-heroes or more complex characters), choice of |
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294 Premise, and the degree of realism in a setting. Attempts to portray |
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295 settings that "simulate the world of movies instead of the real world" |
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296 can be characterized as attempts to foster S-N congruency (though how |
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297 successfully they accomplish it is unclear). |
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298 |
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299 Example 2: S-N congruency and Illusionism |
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300 |
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301 A now-wiser but still self-confident neonate Vampire leads her |
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302 companions into the betrayer?s lair for the inevitable confrontation |
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303 that both sides hope will be final. Oops, the enemy just make a |
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304 spectacular success roll with the Possession discipline. Looks like our |
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305 vengeful vampess is going to be working for the opposition for the rest |
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306 of the scene. How deprotagonizing, especially since the major Premise |
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307 happens to be about the nature of loyalty. |
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308 |
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309 The GM faces a decision that clearly has potential to be S-N |
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310 incongruent: apply the effects of the roll, or fudge the roll to reduce |
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311 the enemy?s success to an intermediate result that will play into the |
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312 Premise rather than override it. If he chooses to let the roll stand, |
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313 it?s clearly an S-N incongruent Simulationist decision. If he lies about |
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314 the results of the roll, it?s clearly an S-N incongruent Narrativist |
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315 decision. Or is it? Let?s look again at the definition of congruency: |
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316 "?the /visible/ behavior resulting from..." An omniscient observer can |
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317 clearly see the decision?s incongruency, as can the GM himself. But the |
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318 GM isn?t telling, and there are no omniscient observers on the scene. As |
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319 far as the players are concerned, no incongruency has occurred. Since |
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320 congruency is based on visible behavior, there is no difference between |
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321 the effective illusion of congruency and congruency itself. |
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322 |
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323 Thus, I believe, the concept of congruency gives us a framework for |
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324 understanding illusionism in a straightforward way that is free of |
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325 speculation about motivation. Other forms of illusionism appear to be |
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326 similarly associated with other applications of congruency. |
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327 |
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328 G-N congruency? |
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329 |
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330 I think this occurs, but perhaps only in limited circumstances, such as, |
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331 for example, when the Premise is about risk or fortune or fate. It?s |
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332 certainly possible to create excellent Story with deep Premise about a |
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333 group of people who go out and hunt a big powerful monster to take its |
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334 treasure (ask the hundreds of Herman Melville buffs who live in my |
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335 town), and under such circumstances, at least, the possibility of |
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336 promoting G-N congruency appears promising. The actual techniques would |
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337 probably be similar to those of S-G congruency (including illusionism) |
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338 in many cases, with more severe constraints. |
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339 |
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340 It also appears that competitive storytelling games can be G-N |
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341 congruent, through an entirely different approach. |
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342 |
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343 As for G-N-S congruency, it would have to incorporate G-N congruency as |
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344 a start. It is certainly possible for an individual decision to be G-N-S |
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345 congruent. But as for attempting to maintain such congruency |
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346 consistently in a real game, my suspicion is that it?s theoretically |
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347 possible, but the necessary constraints would be so severe that it would |
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348 rarely be worth it. |
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349 |
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350 ---------- |
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351 |
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352 That?s as far as I?ve got. I believe congruency could be a useful |
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353 concept, not because it says very much that?s new, but because it gives |
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354 us new language to use in applying the GNS model to real-world issues of |
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355 coherency, drift, and taste. This could also help in the understanding |
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356 and acceptance of the GNS model, because it addresses in a |
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357 GNS-consistent way many of those in-between cases and tricky examples |
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358 that people keep offering up as challenges to the validity of GNS. |
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359 |
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360 One more note: even as I?ve been writing this, others have been adding |
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361 posts that are getting at the same idea. Just a few minutes ago |
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362 Mytholder posted: |
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363 |
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364 Quote |
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365 I'm well aware decisions are key here. I know a dramatist can make Sim |
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366 decisions. I just don't think the majority of a players' decisions are |
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367 "significant" in terms of GNS. It really doesn't matter if I chose to |
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368 eat in that inn to ensure I don't suffer from fatigue-related |
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369 penalities, or because it's a logical thing to do in terms of the |
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370 simulation, or because I'm deliberately providing a plot opening for the |
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371 GM. All three play styles are fully compatible with the action. It's |
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372 only when the play styles are IN CONFLICT that GNS comes into it. |
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373 |
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374 |
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375 Congruency gives us a more rigorous definition of "significant in terms |
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376 of GNS," and also finds a way to apply GNS to the remaining "ground" (in |
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377 the figure-vs.-ground sense) of decision, by specifying which modes |
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378 those decisions are congruent with. |
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379 |
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380 - Walt |
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381 Logged |
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382 |
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383 ------------------------------------------------------------------------ |
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384 Wandering in the diasporosphere |
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385 |
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386 *Laurel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216>* |
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387 Member |
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388 |
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389 Posts: 243 |
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390 |
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391 |
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392 View Profile |
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393 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=216> WWW |
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394 <http://www.suite101.com/welcome.cfm/white_wolf_games> |
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395 |
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396 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16529#msg16529> |
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397 *GNS and "Congruency" |
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398 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg16529#msg16529>* |
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399 « *Reply #1 on:* April 01, 2002, 09:11:25 AM » |
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400 |
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401 |
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402 ------------------------------------------------------------------------ |
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403 While the idea of adding more jargon to an already jargon-heavy body of |
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404 communication personally fills me with dismay, I can't argue with your |
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405 logic Walt and I agree that this would be useful to do in this instance. |
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406 What you are posting makes sense to me. |
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407 |
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408 Laurel |
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409 Logged |
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410 |
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411 *Ron Edwards |
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412 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
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413 Global Moderator |
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414 Member |
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415 * |
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416 Posts: 12610 |
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417 |
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418 |
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419 View Profile |
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420 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
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421 <http://www.sorcerer-rpg.com> |
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422 |
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423 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17506#msg17506> |
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424 *GNS and "Congruency" |
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425 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17506#msg17506>* |
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426 « *Reply #2 on:* April 10, 2002, 08:19:14 AM » |
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427 |
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428 |
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429 ------------------------------------------------------------------------ |
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430 Hi Walt, |
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431 |
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432 I finally, finally managed to get to this thread. I think you've posted |
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433 something well worth attention. I'll begin by saying that in all |
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434 practical, observational points, I agree in full. |
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435 |
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436 The real question, as you know, is as you stated: /If congruency cannot |
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437 be altered independently of coherency, then it is functionally |
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438 equivalent to coherency and therefore useless as a separate concept./ |
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439 |
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440 My own take on the matter is that I have been, all along, thinking of |
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441 Coherence in such a way that it includes your concept of Congruency. |
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442 It's still pretty hard for me to separate them, for a couple of reasons. |
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443 |
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444 1) I have tried to stress that compatibility of goals, in practice, is |
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445 the defining feature of Coherence. The fact that goals are most |
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446 compatible when they are similar-to-identical, as well as the fact that |
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447 I tend to prefer such play situations personally, are not relevant; any |
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448 compatible mix of different goals ("convergence?") is Coherent too. |
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449 |
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450 2) I tend to include the entire spectrum from "atomic" GNS decision, to |
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451 "molecular" GNS activity (observable), to "substance" GNS profile (very |
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452 observable), all the way to "group" or "object" GNS profile when I |
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453 discuss these things. Or more accurately, I tend to encourage discussion |
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454 at the upper end and let the lower/finer end take care of itself. (I'm |
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455 working on some material to clarify this issue, to myself as well as to |
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456 anyone who's interested. I'll be posting that when it's done.) |
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457 |
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458 Now the real question is whether my own ease of combining techniques |
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459 with outcomes in #1, as well as my inclination to discuss mainly the |
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460 upper-end (observable, functional) of the spectrum in #2, have been |
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461 causing problems in discussion. If so, then Congruency as a concept |
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462 would be the perfect solution. |
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463 |
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464 What I need to nail down is, if we use Congruency as you've defined it, |
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465 what need is there for Coherence, as a term? I'm kind of chewing it |
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466 over, personally, not goin' one way or another. Can you clarify that for |
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467 me, or provide more examples of how the two terms might interrelate in |
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468 practice? |
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469 |
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470 Best, |
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471 Ron |
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472 Logged |
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473 |
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474 *Valamir <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36>* |
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475 Member |
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476 |
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477 Posts: 4859 |
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478 |
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479 |
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480 View Profile |
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482 <http://www.ramshead.indie-rpgs.com> |
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483 |
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484 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17510#msg17510> |
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485 *GNS and "Congruency" |
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486 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17510#msg17510>* |
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487 « *Reply #3 on:* April 10, 2002, 08:40:55 AM » |
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488 |
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489 |
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490 ------------------------------------------------------------------------ |
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491 Quote from: Ron Edwards |
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492 |
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493 2) I tend to include the entire spectrum from "atomic" GNS decision, to |
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494 "molecular" GNS activity (observable), to "substance" GNS profile (very |
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495 observable), all the way to "group" or "object" GNS profile when I |
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496 discuss these things. Or more accurately, I tend to encourage discussion |
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497 at the upper end and let the lower/finer end take care of itself. (I'm |
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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.) |
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500 |
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501 Now the real question is whether my own ease of combining techniques |
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502 with outcomes in #1, as well as my inclination to discuss mainly the |
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503 upper-end (observable, functional) of the spectrum in #2, have been |
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504 causing problems in discussion. If so, then Congruency as a concept |
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505 would be the perfect solution. |
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506 |
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507 |
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508 Speaking for myself I think, you've hit on the source of the problem I |
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509 had for a long time. You understood that GNS was formulated on the |
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510 atomic level, and could freely translate the concepts up to the |
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511 "molecular" and "subtance level". But for me (and I suspect based on my |
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512 own observations, many of us) I didn't see the translation going on and |
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513 thought that GNS was formulated at the "substance" level...which in turn |
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514 led me skim over and pay less attention to those times when you brought |
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515 up "decisions". |
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516 |
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517 Mytholder and I had a very extended thread which basically boiled down |
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518 what Walt skillfully summarized as Congruency. If we'd had the |
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519 vocabulary of Congruency at the time of the thread as it relates to GNS, |
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520 we probably could have spent less time circling each other, and more |
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521 time moveing the thread forward. |
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522 |
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523 Quote |
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524 |
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525 What I need to nail down is, if we use Congruency as you've defined it, |
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526 what need is there for Coherence, as a term? I'm kind of chewing it |
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527 over, personally, not goin' one way or another. Can you clarify that for |
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528 me, or provide more examples of how the two terms might interrelate in |
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529 practice? |
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530 |
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531 |
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532 |
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533 The way I see it from Walt's description is that they operate at |
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534 different scales. |
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535 |
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536 Congruence, as he's defined it, is strictly an atomic level phenomenon. |
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537 It allows us to identify Incongruent decisions that can be identified |
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538 as occupying a GNS decision from the congruent decisions that could be |
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539 more than one position and which can't be determined. This is what |
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540 Mytholder was calling "significant" and we were representing as blanks |
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541 in the decision maps we were drawing (the blanks being congruent and the |
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542 non blanks being incongruent...of course, in Walts model we'd need to |
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543 use something other than blanks to represent the 4 different types of |
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544 congruency). |
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545 |
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546 Coherency on the other hand looks at the pattern of incongruent |
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547 decisions over the period of the game. If the pattern of Incongruent |
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548 decisions is dominantly one position, N----N----N--N, for instance, then |
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549 the game is N Coherent. If the pattern of Incongruent decisions is a |
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550 mix of GNS positions, N---G----N----S---S---S---G, for instance, then |
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551 the game is Incoherent. |
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552 |
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553 Whether an Incoherent game is dysfunctional or a functional hybrid would |
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554 need to be determined using other tools. |
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555 |
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556 Needless to say, I'm a BIG fan of this method of analysing GNS. Walt |
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557 managed to summarize alot of concepts I was batting around with |
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558 Mytholder very succinctly. |
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559 Logged |
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560 |
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561 ------------------------------------------------------------------------ |
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562 Ralph Mazza |
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563 Universalis: The Game of Unlimited Stories |
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564 <http://www.ramshead.indie-rpgs.com> |
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565 |
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566 *lumpley <http://www.indie-rpgs.com/forum/index.php?action=profile;u=119>* |
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567 Acts of Evil Playtesters |
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568 Member |
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569 * |
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570 Posts: 2091 |
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571 |
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572 |
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573 View Profile |
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574 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=119> WWW |
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575 <http://www.lumpley.com/> |
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576 |
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577 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17523#msg17523> |
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578 *GNS and "Congruency" |
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579 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17523#msg17523>* |
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580 « *Reply #4 on:* April 10, 2002, 10:10:50 AM » |
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581 |
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582 |
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583 ------------------------------------------------------------------------ |
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584 Hey, wait. |
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585 |
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586 Isn't coherency at the game-text level, I mean at the V:tM or Sorcerer |
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587 or Smurfs: the Smurfing level, and doesn't it mean that all the game's |
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588 rules plus its hype work together well to drive the game? |
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589 |
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590 Like an N-coherent game is one where you can make consistently N |
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591 decisions without having to compromise with the rules, right? The game |
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592 supports you in your consistently N decision-making. |
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593 |
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594 If so, congruency and coherency aren't that closely related at all. I |
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595 think congruency is more related to (but opposite to) 'perviness,' as in |
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596 "I'm a pervy Narrativist." |
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597 |
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598 A highly congruent N-S game is one that supports decisions that might be |
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599 N, might be S. Sorcerer, I'd say as an example, and having never played |
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600 it, is more congruent than The World, the Flesh, and the Devil, because |
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601 it's damn hard to make a (game-rule significant) decision in the WF&D |
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602 that /isn't/ Narrativist. Sorcerer on the other hand has all kinds of |
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603 support for Sim decisions, like stats with numbers and things. Yes you |
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604 can/must/will use them to drive a story, but any given Lore roll (again |
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605 just talking out my butt) might be Sim instead, hard to say. I fail my |
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606 Lore roll -- is what happens because it makes for a good story, or |
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607 because it's consistent with the world-sim? Who knows? Hence: congruent. |
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608 |
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609 ('Pervy' is kind of the opposite of 'vanilla,' right? Which would make |
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610 'highly congruent' and 'vanilla' into cousins, which sounds right to me.) |
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611 |
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612 -Vincent |
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613 Logged |
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614 |
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615 *lumpley <http://www.indie-rpgs.com/forum/index.php?action=profile;u=119>* |
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616 Acts of Evil Playtesters |
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617 Member |
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618 * |
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619 Posts: 2091 |
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620 |
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621 |
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622 View Profile |
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624 <http://www.lumpley.com/> |
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625 |
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626 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17528#msg17528> |
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627 *GNS and "Congruency" |
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628 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17528#msg17528>* |
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629 « *Reply #5 on:* April 10, 2002, 10:40:43 AM » |
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630 |
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631 |
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632 ------------------------------------------------------------------------ |
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633 Sorry about this, but here's what I mean. |
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634 |
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635 A coherent, incongruent ('pervy') game like the WF&D looks like this: |
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636 |
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637 N--N-NNNN-N--N-NN-N- |
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638 |
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639 A coherent, congruent ('vanilla'?) game like Sorcerer (I speculate) |
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640 looks like this: |
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641 |
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642 N----N--N---N---N----N |
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643 |
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644 An incoherent, congruent game looks like this: |
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645 |
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646 ------N--S-GG---N---- |
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647 |
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648 And an incoherent, incongruent game looks like this: |
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649 |
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650 G-NNS--GGS-SN--G-NNS |
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651 |
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652 Where - is a decision that an observer can't tell by looking at it alone |
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653 whether it's S, G, or N. |
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654 |
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655 Oh and which, rereading it, is almost exactly what you said, Valamir. |
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656 |
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657 -Vincent |
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658 Logged |
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659 |
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660 *Ron Edwards |
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661 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
662 Global Moderator |
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663 Member |
|
664 * |
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665 Posts: 12610 |
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666 |
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667 |
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668 View Profile |
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670 <http://www.sorcerer-rpg.com> |
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671 |
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672 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17540#msg17540> |
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673 *GNS and "Congruency" |
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674 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17540#msg17540>* |
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675 « *Reply #6 on:* April 10, 2002, 12:01:15 PM » |
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676 |
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677 |
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678 ------------------------------------------------------------------------ |
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679 Hi Vincent, |
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680 |
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681 Coherence, like nearly all the terms in the essay except for |
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682 system-tools, refers to play. Just like "Gamist RPG" refers to "game |
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683 whose rules facilitate Gamist play," "coherent RPG design" refers to |
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684 "game whose rules facilitate coherent play." |
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685 |
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686 From the essay: /By "coherence," I mean the degree to which a group of |
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687 people can hit upon and sustain a shared Premise ... - and by |
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688 definition, continue to enjoy the social role-playing activity |
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689 consistently./ |
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690 |
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691 It so happens that I claim, in practice, that GNS-focused game designs |
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692 are more reliably coherent, but that's not a definition. |
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693 |
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694 So if I'm not mistaken, coherence exists as an end-product - the point |
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695 is whether Congruency exists as a means to it that can be identified in |
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696 some useful way or level, or whether it's a grab-bag, |
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697 possibly-unnecessary synonym for "play which facilitates Coherence." |
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698 |
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699 I agree that techniques for that kind of play, which successfully |
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700 resolve potential incompatibilities among (a) within-mode differences (N |
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701 vs. N'), or (b) among-mode differences (G vs. N vs. S), deserve a lot of |
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702 attention. But do they deserve any name but Coherence-preserving or |
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703 Coherence-creating techniques? Considering that that's what they |
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704 actually do? |
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705 |
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706 Just to be clear, I'm not trying to scrub out Walt's suggestion |
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707 regarding the term Congruence. I want to dissect out the topic with |
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708 great care, because it's important. |
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709 |
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710 The most important thing, of course, is what it seems we all agree on: |
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711 that the level of GNS application between one person's decision and |
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712 successful group play does need to be brought more into the light, both |
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713 in the essay and during discussions. |
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714 |
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715 Best, |
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716 Ron |
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717 Logged |
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718 |
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719 *Mike Holmes |
|
720 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=42>* |
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721 Acts of Evil Playtesters |
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722 Member |
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723 * |
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724 Posts: 9963 |
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725 |
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726 |
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727 View Profile |
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729 |
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730 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17542#msg17542> |
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731 *GNS and "Congruency" |
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732 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17542#msg17542>* |
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733 « *Reply #7 on:* April 10, 2002, 12:21:54 PM » |
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734 |
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735 |
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736 ------------------------------------------------------------------------ |
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737 Um, I'm having problems with the terms selected. Congruent means |
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738 something like "Similar to" or parallel. Having some qualities in |
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739 common. While Incongruent means the opposite. Having dissimilarities. |
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740 |
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741 So did I misread the definitions above, or are these terms being used in |
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742 a really odd fashion? This seems totally counterintuitive to me. |
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743 |
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744 Wouldn't it be congruent = behavior that adheres to one GNS style, and |
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745 Incongruent = behavior that does not adhere to a single style? |
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746 |
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747 If this is the case then I can see using congruency to say something |
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748 like "the players' deisions being congruent with Gamism led to a |
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749 coherently Gamist experience." In this case indicating the atomic level |
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750 discussion of behavior as it relates to an entire game experience (a |
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751 "molecular" level event). As Ralph and others have intimated it might be |
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752 used. |
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753 |
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754 Or am I just confused? |
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755 |
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756 Mike |
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757 Logged |
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758 |
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759 ------------------------------------------------------------------------ |
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760 Member of Indie Netgaming <http://groups.yahoo.com/group/indie-netgaming/> |
|
761 -Get your indie game fix online. |
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762 |
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763 *Valamir <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36>* |
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764 Member |
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765 |
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766 Posts: 4859 |
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767 |
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768 |
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769 View Profile |
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771 <http://www.ramshead.indie-rpgs.com> |
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772 |
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773 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17543#msg17543> |
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774 *GNS and "Congruency" |
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775 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17543#msg17543>* |
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776 « *Reply #8 on:* April 10, 2002, 12:22:15 PM » |
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777 |
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778 |
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779 ------------------------------------------------------------------------ |
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780 At this point I'm seeing them as 2 completely seperate ideas trying to |
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781 define 2 seperate (but related) concepts. |
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782 |
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783 Whether an individual decision is Congruent or Incongruent does not tell |
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784 you whether the resulting game with be Coherent or Incoherent, therefor |
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785 I don't think we can see Congruency as being "Coherent Preserving" or not. |
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786 |
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787 That said, I think the very definition of Coherency needs to be |
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788 tightened up. For instance in the part of your essay you quote above |
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789 you say "By 'coherence,' I mean the degree to which a group of people |
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790 can hit upon and sustain a shared Premise ... - and by definition, |
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791 continue to enjoy the social role-playing activity consistently" |
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792 |
|
793 There are two weakness with this definition I see. |
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794 |
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795 First, the last part very strongly implies that a game needs to be |
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796 coherent in order for players to enjoy the activity consistently. This |
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797 is at odds with the comments you made in another thread of mine |
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798 regarding Coherency, where you acknowledge the potential for Functional |
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799 Hybrids. |
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800 |
|
801 Second, I have difficulty with tieing the concept of Coherency back to |
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802 Premise. One reason is that there are several different types of |
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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 |
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806 targets a specific GNS position consistently. Thus, I fail to see the |
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807 purpose of tieing Coherency back to Premise at all, when what it appears |
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808 to be is an aspect of GNS positions. |
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809 |
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810 Note: I'm not saying the definition of Coherency needs to be scrapped |
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811 or changed. Just that it could use a good bit of clarifying. It is |
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812 difficult to evaluate whether "Congruence" is really the same thing as |
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813 "Coherent" when I can't fully understand what is meant by "Coherent". |
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814 Logged |
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815 |
|
816 ------------------------------------------------------------------------ |
|
817 Ralph Mazza |
|
818 Universalis: The Game of Unlimited Stories |
|
819 <http://www.ramshead.indie-rpgs.com> |
|
820 |
|
821 *lumpley <http://www.indie-rpgs.com/forum/index.php?action=profile;u=119>* |
|
822 Acts of Evil Playtesters |
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823 Member |
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824 * |
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825 Posts: 2091 |
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826 |
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827 |
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828 View Profile |
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830 <http://www.lumpley.com/> |
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831 |
|
832 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17544#msg17544> |
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833 *GNS and "Congruency" |
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834 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17544#msg17544>* |
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835 « *Reply #9 on:* April 10, 2002, 12:27:17 PM » |
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836 |
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837 |
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838 ------------------------------------------------------------------------ |
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839 Ron, |
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840 |
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841 Huh. |
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842 |
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843 So I've been thinking too narrowly about coherence, then. You're saying |
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844 that this: |
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845 |
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846 NSS--NNN-S--NSSN---S |
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847 |
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848 Might well be a coherent NS game, not necessarily an incoherent game |
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849 with N and S in conflict. |
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850 |
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851 Yes? |
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852 |
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853 -Vincent |
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854 Logged |
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855 |
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856 *Valamir <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36>* |
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857 Member |
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858 |
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859 Posts: 4859 |
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860 |
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861 |
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862 View Profile |
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864 <http://www.ramshead.indie-rpgs.com> |
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865 |
|
866 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17547#msg17547> |
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867 *GNS and "Congruency" |
|
868 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17547#msg17547>* |
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869 « *Reply #10 on:* April 10, 2002, 12:38:08 PM » |
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870 |
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871 |
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872 ------------------------------------------------------------------------ |
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873 Mike, |
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874 |
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875 Walt is using the term in the technically correct manner which seems odd |
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876 on first blush. |
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877 |
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878 If a decision can be used to support both a G position and an S position |
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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. |
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882 Logged |
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883 |
|
884 ------------------------------------------------------------------------ |
|
885 Ralph Mazza |
|
886 Universalis: The Game of Unlimited Stories |
|
887 <http://www.ramshead.indie-rpgs.com> |
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888 |
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889 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
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890 Member |
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891 |
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892 Posts: 1363 |
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893 |
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894 |
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897 <http://www.scattershotgames.com> |
|
898 |
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899 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17550#msg17550> |
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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>* |
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902 « *Reply #11 on:* April 10, 2002, 12:49:13 PM » |
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903 |
|
904 |
|
905 ------------------------------------------------------------------------ |
|
906 What I am hearing so far makes it sound like 'congruent' decisions (I |
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907 agree with Mike, the term is counter-intuitive) are decisions /at the |
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908 atomic level/ that cannot be determined to be Particles G, N, or S and |
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909 function as any of them. (Perhaps a GNS uncertainty principle at work?) |
|
910 |
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911 The reason Ron seems to be having trouble settling them in terms of |
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912 coherence is because he's looking for a relationship (much like the many |
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913 people who try to connect Director Stance to Narrativism). There isn't any. |
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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 |
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922 have too many /different/ blood-types mixing in their veins - that is |
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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 |
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927 O-particles and G-particles, then it is a G-molecule; the same goes for |
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928 S-particles and N-particles. This continues to carry forward all the |
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929 way up to the 'substance level.' If a substance is made primarily of |
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930 G-molecules, no matter how many O-particles it has, it's the G-element |
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931 fully coherently. |
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932 |
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933 The only reason I see this as an asset is that it allows us to say, "Oh |
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934 that's an O-type decision, we cannot determine GNS-state from that" - a |
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935 mechanism to agree to disagree more readily and move on. A patch if you |
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936 will to the 'crunchiness' of the GNS. |
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937 |
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938 Fang Langford |
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939 Logged |
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940 |
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941 ------------------------------------------------------------------------ |
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942 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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943 Game System. This project has been permanently suspended. If you have |
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944 any questions regarding the implementation of it or anything else, he |
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945 can be reached at ripjack@mad.scientist.com |
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946 <mailto:ripjack@mad.scientist.com> |
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947 |
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948 *Walt Freitag |
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949 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370>* |
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950 Member |
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951 |
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952 Posts: 1024 |
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953 |
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954 |
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955 View Profile |
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956 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370> |
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957 |
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958 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17565#msg17565> |
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959 *GNS and "Congruency" |
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960 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17565#msg17565>* |
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961 « *Reply #12 on:* April 10, 2002, 02:05:22 PM » |
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962 |
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963 |
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964 ------------------------------------------------------------------------ |
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965 A few quick points: |
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966 |
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967 1. I will hereinafter try to stick to "congruence" and "coherence" |
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968 instead of the alternatives ending with y. |
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969 |
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970 2. The thread with Mytholder that Valamir refers to was what gave me the |
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971 idea to pursue congruence as a concept. I found that discussion very |
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972 interesting despite (and in part, because of) the communications |
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973 difficulty it revealed. |
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974 |
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975 3. /This is what... we were representing as blanks in the decision maps |
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976 we were drawing (the blanks being congruent and the non blanks being |
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977 incongruent...of course, in Walts model we'd need to use something other |
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978 than blanks to represent the 4 different types of congruency)./ |
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979 |
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980 Probably not necessary in most real-world cases. Any type of congruence |
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981 means you cannot characterize the decision specifically as G, N, or S; |
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982 the only difference between the types is whether one of the three |
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983 possibilities (and if so which one) is ruled out. |
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984 |
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985 Now, to the main issue, which Ron has not surprisingly homed in on. It's |
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986 irrelevant that coherence is defined differently from congruence if in |
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987 practice they amount to the same thing. So, do they? |
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988 |
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989 Quote from: Ron Edwards |
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990 I have tried to stress that compatibility of goals, in practice, is the |
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991 defining feature of Coherence. The fact that goals are most compatible |
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992 when they are similar-to-identical, as well as the fact that I tend to |
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993 prefer such play situations personally, are not relevant; any compatible |
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994 mix of different goals ("convergence?") is Coherent too. |
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995 |
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996 |
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997 "compatibility of goals, in practice"... but where's the emphasis? Does |
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998 this mean compatibility of goals with each other in the context of a |
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999 particular practice, or does it mean compatibility of the goals with the |
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1000 practice itself? I always read it as the latter. (It's almost but not |
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1001 quite the same thing... one single goal must always be compatible with |
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1002 itself, but could be incompatible with the practice.) |
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1003 |
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1004 If it's the latter, the congruence has no direct definitional |
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1005 relationship to coherence, but a logical connection can be made that |
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1006 congruence implies coherence. If it's the former, then congruence is by |
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1007 definition one form of coherence. In either case, though, congruence is |
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1008 far from synonymous with coherence itself. |
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1009 |
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1010 From what I've seen, advice stemming from GNS theory usually emphasizes |
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1011 achieving coherence in ways other than promoting congruence (e.g., pick |
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1012 a single goal and focus on it). |
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1013 |
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1014 Also, there is an "idealized" concept of coherence that may not be |
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1015 implied in the original definition but is, I believe, often read into |
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1016 it. Idealized coherence raises the bar from compatibility of goals with |
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1017 each other and/or with the practice, to active promotion of the desired |
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1018 goals by the practice. (Especially when one primary goal is identified, |
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1019 compatibility /of/ goals no longer appears the issue; compatibility of |
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1020 practices /with/ the goal becomes paramount, and that bar can easily be |
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1021 raised to "promotion of" that goal.) For that idealized form of |
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1022 coherence, coherence and congruence become completely disjoint at the |
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1023 atomic level (an individual decision either promotes the main goal |
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1024 specifically, or it is congruent, or it promotes a different goal and is |
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1025 incoherent; it cannot be any two simultaneously). At higher levels this |
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1026 translates into a linear trade-off between the prevalence of congruent |
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1027 decisions versus coherent decisions, represented by the continuum |
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1028 between vanilla and pervy. |
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1029 |
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1030 Phew, very abstract, all that. In actual practice I see the following |
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1031 differences: |
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1032 |
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1033 - A group of players can be loosely described as coherent or incoherent |
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1034 based on how similar their goals are, without taking into account their |
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1035 practices. This may not be strictly proper, but it's done. Congruence |
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1036 has no meaning in that context. |
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1037 |
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1038 - A game system can be characterized as coherent or incoherent, without |
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1039 taking into account the players, based on whether it promotes a |
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1040 compatible set of goals or not. My hypothesis is that a game system can |
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1041 also be characterized as congruent or incongruent based on whether it |
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1042 promotes congruence between different goals or not. A game might be |
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1043 coherent by virtue of it clearly promoting a single GNS goal type, or it |
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1044 might be coherent by virtue of promoting multiple cross-GNS goals but |
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1045 also promoting congruency between those goals. Also, it might (in |
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1046 theory) be coherent, despite promoting multiple cross-GNS goals, through |
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1047 some other means, but I don't believe any such means are known. |
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1048 |
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1049 - A relatively small unit of game practice can be characterized as |
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1050 promoting congruence or incongruence, before the fact, at a level where |
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1051 the concept of coherence appears difficult to apply. Usually this comes |
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1052 in the form of realizing that a certain practice unnecessarily promotes |
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1053 incongruence. For example, a system might offer metagame rewards for a |
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1054 character to behave in certain protagonistic ways without regard for |
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1055 whether that behavior makes any sense for the character (unnecessary S-N |
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1056 incongruence), or a setting might introduce a puzzle that is easy for |
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1057 the players to solve but unreasonable for the characters to be able to |
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1058 do so (unnecessary G-S incongruence). A game system rule promoting G-S |
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1059 incongruence could be a definition of what a "loophole" is. |
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1060 |
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1061 - The concept of coherence appears to be most "at home" at the level of |
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1062 evaluating a game system. The concept of congruence appears to be most |
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1063 "at home" at the level of evaluating a specific rule, encounter, scene, |
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1064 or other relatively small unit of play. |
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1065 |
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1066 - Specific gamemastering practices can often easily be described as |
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1067 promoting congruence or incongruence. I haven't seen much discussion |
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1068 here of effects of gamemastering practices on coherence or incoherence. |
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1069 (That doesn't mean it's not a viable concept; it's the nature of this |
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1070 forum to look at things from a system designer's point of view.) |
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1071 |
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1072 - Again, the main point: consistent congruence throughout a system might |
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1073 imply coherence at least of a sort. Incongruence, even when pervasive, |
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1074 does not imply incoherence. A gamist game might be filled with rules |
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1075 loopholes and might despite (or because of) that be a good coherent |
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1076 gamist game. A narrativist game might reward players for changing the |
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1077 character's nature during play for purely noncausal reasons, and still |
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1078 be a good coherent narrativist game. |
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1079 |
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1080 - However, I would suggest that a system that promotes goals from |
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1081 different GNS modes, and does not promote congruence, must be incoherent. |
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1082 |
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1083 - Walt |
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1084 Logged |
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1085 |
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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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1092 |
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1093 Posts: 1024 |
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1094 |
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1095 |
|
1096 View Profile |
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1097 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=370> |
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1098 |
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1099 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17570#msg17570> |
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1100 *GNS and "Congruency" |
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1101 <http://www.indie-rpgs.com/forum/index.php?topic=1733.msg17570#msg17570>* |
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1102 « *Reply #13 on:* April 10, 2002, 02:26:24 PM » |
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1103 |
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1104 |
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1105 ------------------------------------------------------------------------ |
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1106 Fang's blood-type analogy reminds me of a point I forgot to make: since |
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1107 congruence applies to a particle, only a pervasive pattern of congruence |
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1108 has any meaning at higher levels. So when I say something like |
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1109 "congruence is by definition one form of coherence," I mean that |
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1110 pervasive congruence throughout play, not some small number of |
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1111 individual instances, would result in coherence. |
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1112 |
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1113 An open question is, how pervasive can congruence be? To borrow Fang's |
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1114 analogy, do any "Type O" people exist, or does everyone inevitably have |
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1115 enough "A", "B" etc. particles that they must fall into some other type? |
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1116 If pervasive congruence is not a real phenomenon, then as Fang says the |
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1117 applicability of the concept is very limited. |
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1118 |
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1119 I believe pervasive congruence is real and in fact fairly common, which |
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1120 is why specific occurrences that introduce additional unnecessary |
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1121 incongruence (such as a particular scene where OOC knowledge suddenly |
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1122 becomes an issue) cause noticeable problems in play. |
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1123 |
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1124 - Walt |
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1125 Logged |
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1126 |
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1127 ------------------------------------------------------------------------ |
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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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1133 |
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1134 Posts: 1011 |
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1135 |
|
1136 |
|
1137 View Profile |
|
1138 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=35> |
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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 |
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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 |
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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 |
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1156 be brought to bear on coherence . . . just like I'll have to re-read |
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1157 this thread carefully to make sure I understand the concepts. |
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1158 |
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1159 FWIW, I agree with Valamir that something about this issue is one big |
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1160 thing folks "trip" over regarding GNS. Without an understanding of the |
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1161 subtleties around atom/molecule/substance (or decision/style/prefernce, |
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1162 etc.), it's easy to become convinced that "GNS doesn't apply to how I |
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1163 play games, so it's bunk." |
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1164 |
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1165 Gordon |
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1166 Logged |
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1167 |
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1168 ------------------------------------------------------------------------ |
|
1169 Gordon C. Landis |
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1170 |
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1171 *Pages:* [*1*] 2 |
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1172 <http://www.indie-rpgs.com/forum/index.php?topic=1733.15> Print |
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