|
1 + *The Forge <http://www.indie-rpgs.com/forum/index.php>* |
|
2 |-+ *General Forge Forums <http://www.indie-rpgs.com/forum/index.php#1>* |
|
3 | |-+ *GNS Model Discussion <http://www.indie-rpgs.com/forum/index.php?board=3.0>* |
|
4 | | |-+ *The whole model - this is it <http://www.indie-rpgs.com/forum/index.php?topic=8655.0>* |
|
5 |
|
6 *Pages:* [*1*] 2 3 * ... *5 |
|
7 |
|
8 Author Topic: The whole model - this is it (Read 13307 times) |
|
9 |
|
10 *Ron Edwards |
|
11 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
12 Global Moderator |
|
13 Member |
|
14 * |
|
15 Posts: 12610 |
|
16 |
|
17 |
|
18 View Profile |
|
19 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
20 <http://www.sorcerer-rpg.com> |
|
21 |
|
22 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90112#msg90112> |
|
23 *The whole model - this is it |
|
24 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90112#msg90112>* |
|
25 « * on:* November 11, 2003, 03:49:15 PM » |
|
26 |
|
27 |
|
28 ------------------------------------------------------------------------ |
|
29 Hello, |
|
30 |
|
31 All the following material is supplemental to the existing essays, but |
|
32 it also overrules them as well as any of my previous comments in forum |
|
33 discussions at any point of contradiction. |
|
34 |
|
35 In other words, all of the following is the straight dope as of this |
|
36 writing. If a particular term or concept isn't mentioned here, then the |
|
37 pre-existing material stands; ask about it if that material isn't clear |
|
38 to you. If I haven't defined a term (and I define very few here), that |
|
39 means that the current definition is intended to stand. |
|
40 |
|
41 My plan is to hammer out any necessary hassles about this material in |
|
42 this thread, and then rewrite the whole damn thing in "nice and |
|
43 friendly" prose, which as far as I know is pretty much the first time |
|
44 that will have been done. For a sample of the tone/logic I'll be using, |
|
45 see *GNS - what is it? <http://www.indie-rpgs.com/viewtopic.php?t=5860>*. |
|
46 |
|
47 THE MODEL ITSELF |
|
48 |
|
49 *[Social Contract]* |
|
50 |
|
51 Social Contract encompasses everything about role-playing, because it is |
|
52 the sum of all interactions among the people involved. If these people |
|
53 happen to be role-playing together, then Social Contract crucially |
|
54 includes "Let's play this game." This crucial element is what's further |
|
55 subdivided throughout the rest of this model. |
|
56 |
|
57 *[Social Contract [Exploration]]* |
|
58 |
|
59 The above two terms do not constitute a dichotomy. Exploration |
|
60 ("imagined stuff," "shared imagined space"), as previously defined in my |
|
61 essays, is an expression or application of that particular group's |
|
62 Social Contract. One cannot say "That's just social" when discussing |
|
63 some aspect of play, nor can one write off Social Contract as "just |
|
64 being polite" with actual play being something else. |
|
65 |
|
66 Exploration is usually described as merely a list of Character, Setting, |
|
67 Situation, System, and Color. But it does have more internal/imaginary |
|
68 structure: Character + Setting make Situation, System permits Situation |
|
69 to "move," and Color affects all the others. This concept applies only |
|
70 to the imaginary causes among the elements, by the way; the actual |
|
71 effort, priority, or cause among these things, in social/creative terms, |
|
72 varies widely. |
|
73 |
|
74 *[Social Contract [Exploration [Creative Agenda]]]* |
|
75 |
|
76 Creative Agenda is the blanket term for any and all GNS modes or |
|
77 priorities of play. The Venn diagram is supposed to indicate that any |
|
78 Creative Agenda is an expression or application of Exploration among the |
|
79 real-people group. Since Exploration necessarily includes System, that |
|
80 means, as soon as we start talking about Creative Agenda, "play has begun." |
|
81 |
|
82 On paper, I draw this terms as an arrow, labelled GNS or Creative |
|
83 Agenda. This arrow is very important - this "step" or "level" in my |
|
84 model shifts out of the abstract and solidly into this group, playing |
|
85 this game, this way, at this time. The model instantly ceases to be a |
|
86 broad overview or comparative panoply, and starts to be a diagnostic or |
|
87 description of a real play-experience among real people. Unless you are |
|
88 thinking of such a case, you will be left flailing at this point in the |
|
89 discussion. |
|
90 |
|
91 For purposes of explaining the overall model, I'm profoundly |
|
92 uninterested in discusing the nuances, internal relationships, |
|
93 definitions, or anything else about the internal content of Creative |
|
94 Agenda. All I care about, at this point, is that people recognize that |
|
95 role-playing requires such a thing to exist. |
|
96 |
|
97 *[Social Contract [Exploration [Creative Agenda --> [Techniques]]]]* |
|
98 |
|
99 To understand this part, again, recognize that Creative Agenda and the |
|
100 arrow symbol are supposed to be the same thing, not two things. That |
|
101 means that we are talking about some actual play. The panoply of |
|
102 Techniques being employed in that instance, over time, either satisfy or |
|
103 fail to satisfy one or more Creative Agendas. |
|
104 |
|
105 It's not too off-the-wall to think of Techniques as being a direct |
|
106 expression of the more abstract concept of System (way up in |
|
107 Exploration), except that System doesn't exist all by itself - it's |
|
108 fully integrated with all the other components of Exploration. But if |
|
109 you keep that in mind, then yes, the arrow represented by Creative |
|
110 Agenda can indeed be "shot" from the bow of System. |
|
111 |
|
112 Techniques include IIEE, Drama/Karma/Fortune, search time & handling |
|
113 time, narration apportioning, reward system, points of contact, |
|
114 character components (Effectiveness, Metagame, Resource), scene framing, |
|
115 currency among the character components, and much more. Each of these |
|
116 terms represents a /range/ of potential play-methods. I consider the two |
|
117 most important Techniques to be reward system and IIEE. |
|
118 |
|
119 *[Social Contract [Exploration [Creative Agenda --> [Techniques |
|
120 [Ephemera]]]]]* |
|
121 |
|
122 Ephemera is a new term, indicating the smallest-scale interactions and |
|
123 activities of role-playing: anything that gets factored into or is |
|
124 expressed by play in the space of a few seconds. |
|
125 |
|
126 Although fleeting, Ephemera are emphatically not trivial. As with every |
|
127 level/box so far, fairly extensive combinations of Ephemera express or |
|
128 apply one or more Techniques. They are the internal anatomy, if you |
|
129 will, of Techniques and hence (conceptualizing upward) of System. |
|
130 |
|
131 Ephemera include individual Stances, in-character vs. out-of-character |
|
132 diction and dialogue, referring to texts, sound effects, taking or |
|
133 referring to notes, kibitzing, laughing, praise or disapproval, specific |
|
134 dice or other system-based outcome interpretations, showing pictures, |
|
135 and anything similar. |
|
136 |
|
137 *Clarification* |
|
138 Some related topics are out of the scope of this discussion. I'm happy |
|
139 to discuss them in other threads /if/ the person is completely able to |
|
140 demonstrate understanding of the material presented so far. However, |
|
141 none of them are going to occupy a whole lot of my emotional attention, |
|
142 at least not until the Narrativism essay is done. |
|
143 |
|
144 - The relationship of S to N and/or G, or any other nuances of GNS |
|
145 definitions or combinations within the [Creative Agenda] level. With any |
|
146 luck, all three essays will do a good job of at least making /myself/ |
|
147 clear about this stuff. Whether that will mean a damn thing in terms of |
|
148 resolving anything for anyone else, I can't say. |
|
149 |
|
150 - Incoherence and/or dysfunctional play based on GNS incompatibilities. |
|
151 This one will be a big deal for some, but I suspect it's a matter of |
|
152 defensiveness in many cases: "You say it's incoherent but we have fun!" |
|
153 To which I can only reply, "Sounds coherent to me," or, "I suspect your |
|
154 'fun' isn't as 'fun' as you think, for everyone." I've been saddened by |
|
155 how often the latter response has proved accurate in the long run. |
|
156 |
|
157 - Commerce of any kind, especially in terms of "success." This |
|
158 discussion, unfortunately, will have to await a much broader |
|
159 understanding of game marketing and commerce than I think is the case, |
|
160 currently. Recent threads at the Forge reinforce my impression about this. |
|
161 |
|
162 Instead of going into stuff like the above, this thread is devoted to |
|
163 clarifying any aspect of the Big Picture as presented here, especially |
|
164 inter-relations among the levels, and how they are to be assessed and |
|
165 discussed. I'd especially like to talk about combinations of Ephemera |
|
166 relative to one or more Techniques, and combinations of Techniques |
|
167 relative to one or more categories within Creative Agenda. |
|
168 |
|
169 DESIGN, RULES, AND TEXTS |
|
170 |
|
171 Design, when all is said and done, means authorship of a rules text. |
|
172 "Rules" aren't part of the model any more. As I now see it, rules texts |
|
173 are not and can never be "role-playing," but rather are recommendations |
|
174 regarding the model, if you will, in hopes (shared by the readers) that |
|
175 people who read it can get that version of the model into action. |
|
176 |
|
177 Therefore the goal of design, it seems to me, is to make sense to the |
|
178 reader in terms of the whole model. It's like a musical instrument, or |
|
179 several of them, as well as instructions for how to play them, and |
|
180 finally some music or chords to work with. Seems easy? Well, here are |
|
181 the usual problems I see with role-playing texts, now that I have this |
|
182 "model" thing setting next to me as I type. |
|
183 |
|
184 Problem 1 = Simply leaving whole levels out, assuming that readers |
|
185 already know and agree exactly where you're coming from for those |
|
186 levels. It's conceivable that, for instance, a panoply of Techniques are |
|
187 simply so powerful in reinforcing some subset of Creative Agenda that |
|
188 stating the latter would be redundant, but as far as I can tell, most |
|
189 rules-sets aren't that lucky. |
|
190 |
|
191 Problem 2 = Problematic combinations of Techniques which lead to |
|
192 confusion about Creative Agenda, which in turn means a whole lot of |
|
193 local construction about "why we play." If you want to call this |
|
194 "incoherence," you can - it's what I originally meant by the term, which |
|
195 I'm considering retiring from use. And although I stand by my point that |
|
196 this issue usually is a genuine problem for role-players, don't get me |
|
197 started on early Champions or Amber, both of which turned out to benefit |
|
198 greatly from the very same phenomenon. Whole 'nother essays, waiting to |
|
199 happen. |
|
200 |
|
201 Problem 3 = Plain bad system design, which is to say, unsatisfying at |
|
202 the group level for any particular Creative Agenda. If a given |
|
203 rules-loop allows an "automatic win" in Gamist play, if it jars the |
|
204 Dream inconsistently with other features of the game, if it locks down |
|
205 Premise too tightly ... any of these "break" a game relative to a given |
|
206 goal of play. Such games tend to be instantly discarded or instantly |
|
207 repaired, often covertly (people insist that the "right" way to play |
|
208 just happens not to be textual). |
|
209 |
|
210 Problem 4 = Nonsensical prose, which might accompany perfectly good |
|
211 rules. This is far more common than is good for any hobby, I think. It's |
|
212 often associated with Creative Agenda issues, but also with many aspects |
|
213 of character creation. |
|
214 |
|
215 Here's also what I see when looking at each level of the model and |
|
216 thinking about rules texts. |
|
217 |
|
218 Social Contract and rules: This is where all those "What is |
|
219 Role-playing" sections fall flat on their face. Just to pick the most |
|
220 glaring example, I'm here to say that role-playing is not, and never |
|
221 was, "cops and robbers with dice to resolve disputes." Going by the |
|
222 model, people roll dice (or whatever) because they /agree/ about the |
|
223 imagined events, not because they /disagree/. It might be interesting to |
|
224 see whether anyone could write an introduction to a role-playing game |
|
225 that really did specify Social Contract issues in a way which set up all |
|
226 the following material in the game. Everway, perhaps? Universalis? |
|
227 |
|
228 Creative Agenda and rules: Most role-playing texts are emphatically |
|
229 silent about Creative Agendas, especially in the model's context that |
|
230 it's an expression of imaginative Social Contract. Often, especially |
|
231 when Gamist priorities seem to be invoked, one can parse out the GNS |
|
232 recommendation by looking at key words and phrasing ("When your |
|
233 character dies, you have lost the game."). The more emphatic |
|
234 Simulationist texts (Arrowflight) are often clearer, but whenever the |
|
235 term "story" gets thrown around in a vague, "You know, the /story/" way, |
|
236 I think the text becomes dramatically less helpful. I'm very impressed |
|
237 with the introduction in the Marvel Universe RPG, which provides an |
|
238 amazing textbook piece on the differences between Gamist ("The Brawl") |
|
239 and Narrativist ("With great power comes great responsibility") play, |
|
240 emphasizing that a group does well to decide which they would prefer to |
|
241 do when playing the game. |
|
242 |
|
243 Techniques and rules: Here's the most solid correspondence; I don't |
|
244 think it's difficult to see how most rules are in fact instructions for |
|
245 Techniques. The problem is that, according to the model, Techniques |
|
246 alone do not a role-playing game make. |
|
247 |
|
248 Ephemera and rules: Here's another tricky one - as with Creative Agenda, |
|
249 you have to find key phrases or little snippets scattered around the |
|
250 text in order to see whether any Ephemera are being explained or (more |
|
251 likely) assumed to be already standard for the role-players. The most |
|
252 explicit example I can think of are the frequent exhortations toward |
|
253 Actor Stance in so many games, as well as the implicit content of a "GM |
|
254 only" section. |
|
255 |
|
256 DISCUSSING THE MODEL |
|
257 |
|
258 I am listing some of the issues that people bring to discussing the |
|
259 model here at the forums and elsewhere, and including some points of |
|
260 interaction with the inherent stumbling blocks. The stumbling blocks |
|
261 usually arrive from people employing one or more of these approaches: |
|
262 |
|
263 a) reaching understanding through paraphrasing and correction, |
|
264 |
|
265 b) denying understanding as a means of defending oneself from a |
|
266 perceived threat, |
|
267 |
|
268 c) desperately trying to present one's own developed notions of some |
|
269 kind, and |
|
270 |
|
271 d) arguing in order to fit in, a common behavior among members of a |
|
272 somewhat socially stunted subculture. |
|
273 |
|
274 Role-players often arrive at the Forge in an advanced state of |
|
275 frustration regarding either play, talking about play, or both. Since |
|
276 there's no way to control (or on my part anyway, no /desire/ to control) |
|
277 what people want when they arrive, I think it's important for everyone |
|
278 to consider all of the following points about discussing the model. |
|
279 |
|
280 *Point #1:* Nearly everyone who first encounters the theory is |
|
281 predisposed to discuss Ephemera. They are also emotionally tied to |
|
282 various Ephemera, especially those combinations which reinforce certain |
|
283 Techniques, and it's hard to get people to let go of that commitment |
|
284 long enough to look at the variety available. They are often convinced |
|
285 that even looking at alternatives will destroy the entirety of whatever |
|
286 play-profile (real or idealized) that they currently hold in highest esteem. |
|
287 |
|
288 /Required point of discussion:/ Get them up to Techniques, which is what |
|
289 they really want to discuss. The key is to validate the Techniques |
|
290 they're trying to reinforce, and to acknowledge to the person that they |
|
291 are, indeed, making sense in these terms. After that point, the |
|
292 diversity of Ephemera can be discussed without the person going into |
|
293 protective-mode regarding what Techniques they prefer or are used to. |
|
294 |
|
295 *Point #2 (related to #1):* People may also take a Reductionist approach |
|
296 to trying to understand the model, which is to say, they would like the |
|
297 "particles" of (say) Stance to be themselves little chunks of GNS, and |
|
298 GNS as described simply to be collections of these chunks. This is not |
|
299 the case. Instead, for every box in the model, a category or type of |
|
300 "outer box" is always expressed/applied as a /combination/ of |
|
301 terms/categories within the inner box. |
|
302 |
|
303 /Required point of discussion:/ It's best to speak of combinations |
|
304 within an "inner" box in terms of how it affects or is affected by its |
|
305 "outer" box or boxes. Resist the extreme temptation to identify any one |
|
306 Technique, for instance, with a particular GNS category, or any one |
|
307 Ephemera-type event with a particular Technique. |
|
308 |
|
309 *Point #3:* Creative Agenda is the "verb" of the model. As a generalized |
|
310 topic, without an actual group or any role-playing to discuss, GNS |
|
311 priorities are incredibly vague and abstract, to the point of being |
|
312 uninteresting. |
|
313 |
|
314 In application, however, they are extremely concrete and easy to |
|
315 recognize. As I wrote in a recent thread, |
|
316 |
|
317 Quote |
|
318 The only variables that really make sense, in discussing GNS, are the |
|
319 social interactions and communications that go on among the real people |
|
320 at the table, during play. |
|
321 |
|
322 What is reinforced among them? Who praises whom, for doing what, and how |
|
323 often? When is a stated or proposed action disallowed, often in very |
|
324 subtle form? What gets everyone listening with undivided attention to a |
|
325 single person's announcements? When do people laugh? When do they not |
|
326 laugh, or socially squelch someone else's amusement? |
|
327 |
|
328 All of those things, and more, are the only valid variables for |
|
329 assessing a GNS profile for a given instance of play. (And by |
|
330 "instance," I mean a lot of play, at least a session, probably more.) |
|
331 |
|
332 I wish I'd made this point earlier. It's a big deal. The definitions of |
|
333 GNS are not the same variables one uses to assess GNS in action. Since |
|
334 GNS is a subset of Social Contract - indeed, it's the application of |
|
335 Social Contract to the imagined material ("Exploration") - its identity |
|
336 for that group can only be assessed in social terms. |
|
337 |
|
338 |
|
339 Furthermore, in application, a given Creative Agenda category is also |
|
340 extremely diverse in terms of possible Techniques, which is what my |
|
341 current three essays (two down, one to go) are mainly about. M.J. Young |
|
342 made a very good point recently when he said that within-Agenda |
|
343 categories (e.g. specific types of Gamism, etc) lead to more rancor and |
|
344 "not-us" distinctions among people discussing role-playing than |
|
345 among-Agenda categories, in most cases. Or to put it differently, people |
|
346 are highly committed not to "Gamism" but rather to "Gamism our way." Or |
|
347 to put it in terms of my essays, within-category synecdoche seems to be |
|
348 an extremely heartfelt, hotly-defended problem. |
|
349 |
|
350 /Required point of discussion:/ Don't get sidetracked into definitional |
|
351 descriptions when discussing actual play. If a person really is |
|
352 interested in examining the Creative Agenda(s) of his or her |
|
353 role-playing, or more accurately that of his or her group, then focus on |
|
354 social interactions, the real-people approval and disapproval during |
|
355 play itself, as quoted above. |
|
356 |
|
357 *Point #4 (related to #3:* Creative Agenda is the most troublesome level |
|
358 of the model for people to discuss, because many folks would very, very |
|
359 much like Techniques to construct a satisfying GNS-profile for them, |
|
360 without explicit reference to Social Contract. To link [Social Contract |
|
361 [Exploration]] /causally downward/ into [Techniques], emphasizing |
|
362 personal responsibility ("You get what you play for"), is frightening |
|
363 and unwanted. They want what they want without wanting (a) to say so or |
|
364 (b) actually to do that thing. Or if they are getting what they want, |
|
365 it's often through Social Contract manipulation and they don't want to |
|
366 endanger their carefully-constructed power-play. |
|
367 |
|
368 Here's the biggie: people have often come to idealize "rules" or "lack |
|
369 of rules," whichever, in order to cement into play the Techniques that |
|
370 they are used to or that they think will get them what they want. This |
|
371 is the source of Rules and/or Setting Fetishim, as well as the source of |
|
372 System Doesn't Matter. It's also the source of the /failure/ of both |
|
373 tactics, neither of which stand up well in the long term. Cries of "it's |
|
374 just a game" or "I just play to have fun" are signs of these tactics in |
|
375 a state of final breakdown. Excessive arguing about details of GNS-stuff |
|
376 is sometimes a defense mechanism. |
|
377 |
|
378 /Required point of discussion/: Stress Creative Agenda as the absolutely |
|
379 necessary bridge from "we all like Star Trek" (Exploration) to "this is |
|
380 how we role-play Star Trek" (Techniques). And just as importantly, be |
|
381 prepared for the possibility that the person may /not/ be coming from |
|
382 the position described in this point, and may well be perfectly comfy |
|
383 with the concept of Creative Agenda once they get it properly explained |
|
384 in terms of the levels of the model. So over-defensiveness on your part |
|
385 should be acknowledged as a potential problem too. |
|
386 |
|
387 *Point #5:* Techniques express and satisfy Creative Agenda, whether |
|
388 unsuccessfully or successfully. However, the relation between these |
|
389 levels is not a tautology. You cannot discuss some abstract "real |
|
390 Simulationism," for instance, in terms of Techniques which define it, |
|
391 and especially not in terms of whatever the imaginary characters did to |
|
392 or with whomever they fictionally encountered. Instead, you must |
|
393 investigate whether X Techniques as applied and socially reinforced in Y |
|
394 role-playing group are coalescing around (e.g.) a Simulationist |
|
395 aesthetic. This is related to Point #3 in that applying Creative Agenda |
|
396 is highly specific to a group of people: their personalities and |
|
397 interactions, and their habits of play. But my current point is that |
|
398 Techniques don't "compose" a Creative Agenda in a definitional way. |
|
399 |
|
400 /Required point of discussion/: Details of Creative Agenda may not be |
|
401 the necessary point of discussion anyway; it might just be a matter of |
|
402 letting the person know you get where they're coming from. For point #4, |
|
403 getting GNS into the light is crucial. For this point, however, you just |
|
404 might need to acknowledge that the Techniques being described, by this |
|
405 person, do nail the GNS priority he or she prefers. It's very similar to |
|
406 the "wants-Techniques, talks-Ephemera" issue mentioned for Point #1. In |
|
407 this case, it's "wants-GNS, talks-Techniques." Again, the point of |
|
408 discussion relies on acknowledging the person's valid combination so |
|
409 they know they are being heard. |
|
410 |
|
411 Also, a person who's confounded over this issue probably needs to hear |
|
412 that Creative Agenda categories (GNS) are not principles to live up to, |
|
413 but rather just a vocabulary that helps describe the whole-model profile |
|
414 for that particular group (or rather, an instance of that group's play |
|
415 in action). |
|
416 |
|
417 *Point #6:* Rules, Techniques, and System are now carefully |
|
418 distinguished from one another in the model. System is a fairly abstract |
|
419 term that indicates that the imagined Situation and other elements |
|
420 actually change through the activity of role-playing. As a term, I |
|
421 suggest thinking of it as "/a/ or /any/ system" rather than "/the/ |
|
422 system." Techniques are extremely concrete and observable methods of |
|
423 actual play. Rules are textual guides or instructions about any aspect |
|
424 of role-playing at any level of the model. |
|
425 |
|
426 /Required point of discussion:/ It's going to take some work to help |
|
427 people understand that "rules" are not part of the model at all. People |
|
428 usually say "rules" when they mean Techniques or System. Instead, they |
|
429 are texts, used to greater or lesser extent as a way to establish any |
|
430 aspects of the model that the group wants to be established. This is the |
|
431 Lumpley Principle in action. Discussion of the Principle got a little |
|
432 wonky when I was working out "rules" vs. "system," but now I think it's |
|
433 nailed. |
|
434 |
|
435 *Point #7:* In discussing Techniques, one person's mind-blowing, |
|
436 door-opening example is another person's ho-hum or still another |
|
437 person's deal-breaker. One of the most difficult problems with a |
|
438 multi-user forum discussion is when Person X explains something about |
|
439 the GNS-level to Person Y using a specific Techniques example, and then |
|
440 person Z gets the idea that this Technique /is/ the GNS term. And if |
|
441 they hate the Technique, then they fall right off the cognitive |
|
442 mountain, sometimes irretrievably. |
|
443 |
|
444 /Required point of discussion/: Fear is a serious problem when dealing |
|
445 with a third-party's reaction to these discussions. It's very common for |
|
446 someone literally to flip out when reading a Techniques example, as the |
|
447 example may represent (rightly or wrongly) everything that is Horribly |
|
448 Wrong with Other Role-Players in this person's mind. Whereas for the |
|
449 person to whom the example is addressed, the Horribly Wrong Thing might |
|
450 be just what they're looking for; or more likely, the Techniques example |
|
451 only works in the very localized context of that person's game being |
|
452 discussed (which is why it was used as an example in the first place). |
|
453 So managing these third-party reactions can be a major issue and take a |
|
454 lot of time. |
|
455 |
|
456 Some final bits about discussion ... we are not talking about minor |
|
457 issues at the Forge. We're dealing with how people socialize, how they |
|
458 express their creative drives, and how they self-identify in a highly |
|
459 technical subculture. The very fact that people register and post |
|
460 denotes that they feel a /need/ to communicate about it. So the main |
|
461 watchwords are /care/, and yet also, /detach/. The times to detach are |
|
462 easy to recognize - whenever any of the following phrases start getting |
|
463 thrown around. |
|
464 |
|
465 - "But my character would do this ..." Characters are fictional and |
|
466 cannot make decisions in the absence of a real person's creative input. |
|
467 |
|
468 - "System doesn't matter, all you need is a good GM / group" ... All |
|
469 role-playing utilizes System, and "good" in this context usually means |
|
470 "what I want." |
|
471 |
|
472 - "That upsets balance ..." Balance is a red herring unless it's defined |
|
473 in highly specific terms. See my Gamism essay for details. |
|
474 |
|
475 - "That's not realistic!" Realism cannot be mandated by "rules," and |
|
476 like balance, must be locally defined with care. No one "just knows" |
|
477 what realism is, in actual play. |
|
478 |
|
479 - "The Storyteller Golden Rule ..." This rule is a big puff job, because |
|
480 it leaves "fun" undefined, nor does it specify who can mandate when a |
|
481 rule is to be ignored. |
|
482 |
|
483 However, rather than using these responses as comebacks, use them as a |
|
484 foundation from which to defuse the potential fight. And make no |
|
485 mistake, when a person says stuff like this, they're almost certainly |
|
486 fighting, in response to being upset with you or with someone from the |
|
487 past. The only solutions involve removing the confrontation, rather than |
|
488 meeting it - all that'll get you is a headache. |
|
489 |
|
490 WRAP-UP |
|
491 |
|
492 Any ideas for this section, anyone? I have some, but I thought I'd |
|
493 save'em until you all stomp and shatter all of the above material into |
|
494 more useable form. |
|
495 |
|
496 Best, |
|
497 Ron |
|
498 Logged |
|
499 |
|
500 *Ben Lehman |
|
501 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1007>* |
|
502 Member |
|
503 |
|
504 Posts: 1464 |
|
505 |
|
506 |
|
507 <callto://benlehman/> |
|
508 View Profile |
|
509 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1007> WWW |
|
510 <http://www.tao-games.com/> |
|
511 |
|
512 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90115#msg90115> |
|
513 *The whole model - this is it |
|
514 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90115#msg90115>* |
|
515 « *Reply #1 on:* November 11, 2003, 04:11:21 PM » |
|
516 |
|
517 |
|
518 ------------------------------------------------------------------------ |
|
519 Thanks. That clears a lot up for me. Still needs more digestion, but |
|
520 at this point I can say that this matches my beliefs pretty closely... |
|
521 Still many quibbles about other (not included in this post) details, |
|
522 but that's what makes life interesting, isn't it? |
|
523 |
|
524 A few points and questions: |
|
525 |
|
526 1) Is Stance a technique, exploration, or social contract level issue? |
|
527 I was under the impression it technique-level, but it seems to me that |
|
528 it might be higher than that, particular with regard to Lumpley and |
|
529 Emily style play, where it seems imbedded in the social contract at the |
|
530 highest level... |
|
531 |
|
532 2) I think that discussion of Ephemera is VERY important, because it is |
|
533 where the rubber hits the road in terms of actual play. Saying that it |
|
534 should all "be a discussion of techniques" seems a little strange to me. |
|
535 |
|
536 3) The particular layout of this explanation (as a manual for an |
|
537 apologist {in the Catholic sense}) is slightly disturbing to me. I |
|
538 would change it if you want this to be a reference document for people |
|
539 who do not understand your theory, which it is excellent at doing. |
|
540 |
|
541 Thanks again. |
|
542 |
|
543 yrs-- |
|
544 --Ben |
|
545 Logged |
|
546 |
|
547 ------------------------------------------------------------------------ |
|
548 These are our Games <http://www.tao-games.com> |
|
549 This is my Blog <http://benlehman.thesmerf.com/> |
|
550 |
|
551 *Ron Edwards |
|
552 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
553 Global Moderator |
|
554 Member |
|
555 * |
|
556 Posts: 12610 |
|
557 |
|
558 |
|
559 View Profile |
|
560 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
561 <http://www.sorcerer-rpg.com> |
|
562 |
|
563 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90119#msg90119> |
|
564 *The whole model - this is it |
|
565 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90119#msg90119>* |
|
566 « *Reply #2 on:* November 11, 2003, 05:11:39 PM » |
|
567 |
|
568 |
|
569 ------------------------------------------------------------------------ |
|
570 Hi Ben, |
|
571 |
|
572 Quote |
|
573 1) Is Stance a technique, exploration, or social contract level issue? I |
|
574 was under the impression it technique-level, but it seems to me that it |
|
575 might be higher than that, particular with regard to Lumpley and Emily |
|
576 style play, where it seems imbedded in the social contract at the |
|
577 highest level... |
|
578 |
|
579 |
|
580 Don't forget that every single level exists /within/ the levels above it |
|
581 - those brackets are a big deal. If you touch "Stance," you're reaching |
|
582 through Social Contract, Exploration, Creative Agenda, and Technique to |
|
583 do it. |
|
584 |
|
585 Apparently for you, tracing the patch of that "reach" or "touch" is very |
|
586 easy and even essential. For others, Stance variations may be nearly a |
|
587 complete non-issue. |
|
588 |
|
589 Quote |
|
590 2) I think that discussion of Ephemera is VERY important, because it is |
|
591 where the rubber hits the road in terms of actual play. Saying that it |
|
592 should all "be a discussion of techniques" seems a little strange to me. |
|
593 |
|
594 |
|
595 I'm not sure you're representing my view correctly. Don't I say, at one |
|
596 point, that I'm interested in discussing combinations of Ephemera and |
|
597 how they represent or affect Technique? Seems like that would satisfy |
|
598 your outlook. I can't see anywhere that I say "Techniques are the only |
|
599 thing to discuss." |
|
600 |
|
601 As for what level is most important, I guess I'll have to say it now: no |
|
602 one of these levels is /The /Level for discussing role-playing. It's |
|
603 /all /role-playing. I bet this is going to be one of these things I have |
|
604 to say over and over and over. |
|
605 |
|
606 Quote |
|
607 3) The particular layout of this explanation (as a manual for an |
|
608 apologist {in the Catholic sense}) is slightly disturbing to me. I would |
|
609 change it if you want this to be a reference document for people who do |
|
610 not understand your theory, which it is excellent at doing. |
|
611 |
|
612 |
|
613 I have no idea what you're talking about. Not a bit. Rather than |
|
614 immediately explaining, are you sure this is something worth discussing |
|
615 in the first place? I mean, before everyone gets their oars into the |
|
616 water regarding the basic points? |
|
617 |
|
618 Best, |
|
619 Ron |
|
620 Logged |
|
621 |
|
622 *Marco <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190>* |
|
623 Member |
|
624 |
|
625 Posts: 1732 |
|
626 |
|
627 |
|
628 View Profile |
|
629 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190> WWW |
|
630 <http://www.jagsrpg.org> |
|
631 |
|
632 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90131#msg90131> |
|
633 *The whole model - this is it |
|
634 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90131#msg90131>* |
|
635 « *Reply #3 on:* November 11, 2003, 06:33:22 PM » |
|
636 |
|
637 |
|
638 ------------------------------------------------------------------------ |
|
639 I'm still digesting it. I think it's an excellent effort. I'll have to |
|
640 consider it more before having a real, cooked, response. |
|
641 |
|
642 I would separate the "problems in design" and "discussion or entry |
|
643 points" for another document, possibly with the section on incoherence |
|
644 being left in as a historical note. |
|
645 |
|
646 I would religiously avoid using words like "desparately" and "fear" in |
|
647 the description people who approach the theory. |
|
648 |
|
649 I would remove the "literally" from the "flip-out" section unless ... |
|
650 well ... yeah. |
|
651 |
|
652 -Marco |
|
653 Logged |
|
654 |
|
655 ------------------------------------------------------------------------ |
|
656 --------------------------------------------- |
|
657 JAGS (Just Another Gaming System) |
|
658 a free, high-quality, universal system at: |
|
659 http://www.jagsrpg.org |
|
660 *Just Released: JAGS Wonderland* |
|
661 |
|
662 *M. J. Young |
|
663 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=712>* |
|
664 Member |
|
665 |
|
666 Posts: 2126 |
|
667 |
|
668 |
|
669 View Profile |
|
670 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=712> WWW |
|
671 <http://www.mjyoung.net/> |
|
672 |
|
673 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90136#msg90136> |
|
674 *The whole model - this is it |
|
675 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90136#msg90136>* |
|
676 « *Reply #4 on:* November 11, 2003, 07:18:05 PM » |
|
677 |
|
678 |
|
679 ------------------------------------------------------------------------ |
|
680 Wonderful document, Ron; I look forward to the completed piece. |
|
681 |
|
682 I think Ben's point was that this starts out as an explanation of GNS |
|
683 theory and then becomes a document about how to deal with people who |
|
684 don't understand it. A solid concise explanation of the theory in |
|
685 present form--a sort of revision of previous documents to incorporate |
|
686 developments from forum discussions in a concise reference document--is |
|
687 definitely needed at this point (there are just too many places at which |
|
688 we're saying, /read this article, but understand that the use of this |
|
689 word has changed since it was written/), but referring newcomers to a |
|
690 document which also discusses how to deal with newcomers isn't the best |
|
691 approach. |
|
692 |
|
693 The latter half is also important; but it might work best if it were |
|
694 changed from telling us how to do it to attempting to do it through example. |
|
695 |
|
696 I'll follow this thread with interest; unfortunately, I'm staring down |
|
697 the barrel of a long away game at Rochester's UNY-con, so I'm going to |
|
698 miss several days of posts and have to catch up again--but I've managed |
|
699 to catch up before, so it shouldn't be too problematic. |
|
700 |
|
701 --M. J. Young |
|
702 Logged |
|
703 |
|
704 ------------------------------------------------------------------------ |
|
705 Check out /Multiverser <http://www.mjyoung.net/publish/>/ |
|
706 M. J. Young Net <http://www.mjyoung.net/> |
|
707 |
|
708 *Ron Edwards |
|
709 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
710 Global Moderator |
|
711 Member |
|
712 * |
|
713 Posts: 12610 |
|
714 |
|
715 |
|
716 View Profile |
|
717 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
718 <http://www.sorcerer-rpg.com> |
|
719 |
|
720 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90156#msg90156> |
|
721 *The whole model - this is it |
|
722 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90156#msg90156>* |
|
723 « *Reply #5 on:* November 11, 2003, 09:00:16 PM » |
|
724 |
|
725 |
|
726 ------------------------------------------------------------------------ |
|
727 Hello, |
|
728 |
|
729 Thanks folks! (Although "... excellent effort ..." isn't a phrase I |
|
730 associate with much merit, being a prof and all. Digression; ignore.) |
|
731 |
|
732 I should clarify: the eventual document I'm thinking about will |
|
733 encompass only the first section, the model itself, and maybe a very |
|
734 friendly section on rules/design, with examples of text. The current |
|
735 post is not an outline for that document - it's intended to set up /our |
|
736 /understanding, /now/, of what the hell I am trying to say. |
|
737 |
|
738 So don't worry about the eventual newcomer to the Forge and what that |
|
739 person may or may not think of some version of the post. Just read the |
|
740 post and tell me what does or doesn't make sense to /you/. |
|
741 |
|
742 Or rather, that's what I'm hoping for. If you want to contribute to the |
|
743 thread in some mind-opening fashion that I haven't anticipated, please |
|
744 feel free. |
|
745 |
|
746 Best, |
|
747 Ron |
|
748 Logged |
|
749 |
|
750 *Eero Tuovinen |
|
751 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=2228>* |
|
752 Acts of Evil Playtesters |
|
753 Member |
|
754 * |
|
755 Posts: 974 |
|
756 |
|
757 |
|
758 View Profile |
|
759 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=2228> WWW |
|
760 <http://www.arkkikivi.net> |
|
761 |
|
762 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90166#msg90166> |
|
763 *The whole model - this is it |
|
764 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90166#msg90166>* |
|
765 « *Reply #6 on:* November 12, 2003, 12:36:10 AM » |
|
766 |
|
767 |
|
768 ------------------------------------------------------------------------ |
|
769 Quote from: Ron Edwards |
|
770 |
|
771 So don't worry about the eventual newcomer to the Forge and what that |
|
772 person may or may not think of some version of the post. Just read the |
|
773 post and tell me what does or doesn't make sense to /you/. |
|
774 |
|
775 |
|
776 Makes perfect sense to me, I've been hoping for a concise overview of |
|
777 the main points in one place. I'd like to pick one specific place in the |
|
778 text that delighted me especially: |
|
779 |
|
780 Quote from: Ron Edwards |
|
781 |
|
782 Design, when all is said and done, means authorship of a rules text. |
|
783 "Rules" aren't part of the model any more. As I now see it, rules texts |
|
784 are not and can never be "role-playing," but rather are recommendations |
|
785 regarding the model, if you will, in hopes (shared by the readers) that |
|
786 people who read it can get that version of the model into action. |
|
787 |
|
788 |
|
789 This is something that has for a long time been a crucial part of my |
|
790 personal interpretation of roleplaying texts. I absolutely love seeing |
|
791 it in writing by one of my favourite rpg theorists. I'm firmly convinced |
|
792 that my first published game will carry the words "Guide to roleplaying |
|
793 in [something]" on the cover. |
|
794 Logged |
|
795 |
|
796 ------------------------------------------------------------------------ |
|
797 The latest publication of Arkenstone Publishing |
|
798 <http://www.arkkikivi.net>, my Finnish indie company: |
|
799 Piruja miehiksi <http://www.arkkikivi.net/pirujamiehiksi/>, Finnish |
|
800 translation of /Dust Devils/ |
|
801 |
|
802 *Marco <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190>* |
|
803 Member |
|
804 |
|
805 Posts: 1732 |
|
806 |
|
807 |
|
808 View Profile |
|
809 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190> WWW |
|
810 <http://www.jagsrpg.org> |
|
811 |
|
812 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90191#msg90191> |
|
813 *The whole model - this is it |
|
814 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90191#msg90191>* |
|
815 « *Reply #7 on:* November 12, 2003, 08:07:47 AM » |
|
816 |
|
817 |
|
818 ------------------------------------------------------------------------ |
|
819 By excellent effort, I meant "looks good, I'll have to put some real |
|
820 analsis in to see how successful at hitting all of its goals I think it |
|
821 was--It'll take me some time." Not: 'nice try, try again.' |
|
822 |
|
823 I think the post is (at least in proto-form) exactly what GNS needs. |
|
824 Splitting the content into a few documents is a good idea too. That |
|
825 wasn't clear to me until you said it. |
|
826 |
|
827 On splitting them up: |
|
828 I would formally separate theory, ramifications for game design, and |
|
829 utility and implementation from the basic theory meaning: |
|
830 |
|
831 1. Have a section on the theory very similar to the first part of what |
|
832 is there, if not identical. |
|
833 |
|
834 2. Have a secion on GNS analysis of play (I'd be interesting in seeing |
|
835 what the purpose, value, and method of GNS analysis of play is) |
|
836 |
|
837 3. Have a section on "this is what I/we think the ramifications of GNS |
|
838 are for game-design" (using what's up there) |
|
839 |
|
840 4. Have a secion on "Here's how I/we think this perspective could be |
|
841 used to help solve what I/we think are some common problems during |
|
842 play." (with the perspective and vocabulary notes and a discussion of |
|
843 dysfunction seen from a GNS POV). |
|
844 |
|
845 This write up does most (or at least some) of this very well |
|
846 already--separating them formally would help to see what pieces are seen |
|
847 as theory and what pieces are seen as ramification or utility (I see the |
|
848 mxing of these as a major stumbling block to the understanding of GNS as |
|
849 a whole). |
|
850 |
|
851 Also: |
|
852 |
|
853 I need to carefully examine the arrows in the Venn Diagram. I get thay |
|
854 they mean sort of "follow from" but I'm not sure how that's different |
|
855 than "composed from." |
|
856 |
|
857 And: |
|
858 For each section maybe a formal: |
|
859 *Description * [what's there] |
|
860 *Example*: ["Fortune resolution, for example, rolling the dice to see if |
|
861 an action is judged successful by the group is an example of a technique." ] |
|
862 [/b]Definition of important terms[/b] [Karma, Drama, and Fortune, |
|
863 discussed in depth here are three major techniques for outcome resolution.] |
|
864 *Caveats*: [Note: there has been discussion of GNS modes lining up with |
|
865 resolution techniques so that one would say "Narrativist mode is best |
|
866 facilitated by Drama Technique." While that may sound reasonable for a |
|
867 variety of reasons, examination of the that theory has shown it to be |
|
868 false. A given Drama technique might or might not be good for |
|
869 Narrativist play-mode--but so might any other technique. Thus Techniques |
|
870 are said to be node-agnostic."] |
|
871 |
|
872 The Creative Agenda section isn't clear to me (which, I think is my |
|
873 fault--I'm not saying it's not clear or poorly written). I'm not sure |
|
874 who you're talking to when you say you're profoundly uninterested in |
|
875 discussing nuances: me as someone reviewing the document or me as |
|
876 someone coming to it at the first time. If the latter, I'd change it. To |
|
877 me that section looks like a placeholder for a real description of G/N/S |
|
878 modes. |
|
879 |
|
880 Also: There's an issue of GNS as a description of play (we watched play |
|
881 and this is what it looked like to us--we saw three basic categories). |
|
882 For me (and maybe only me) there's a lot of question about that (as I've |
|
883 said, from an internal standpoint the theory makes a lot of sense to |
|
884 me--from an observational standpoint, it's not as clear to me). |
|
885 |
|
886 A discussion of that in the Creative Agenda session would be good (I see |
|
887 the three essays speaking to internal intent--I don't know what |
|
888 step-on-up looks like distinct from exploration of situation and |
|
889 character but I can tell when I'm doing it--and maybe no one has a clear |
|
890 textual discription (although I'd be surprised if that's the case)--but |
|
891 addressing that would help with the GNS-is-about-intent/no-it-isn't issue). |
|
892 |
|
893 -Marco |
|
894 Logged |
|
895 |
|
896 ------------------------------------------------------------------------ |
|
897 --------------------------------------------- |
|
898 JAGS (Just Another Gaming System) |
|
899 a free, high-quality, universal system at: |
|
900 http://www.jagsrpg.org |
|
901 *Just Released: JAGS Wonderland* |
|
902 |
|
903 *The GM <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1821>* |
|
904 Member |
|
905 |
|
906 Posts: 58 |
|
907 |
|
908 |
|
909 View Profile |
|
910 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1821> |
|
911 |
|
912 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90196#msg90196> |
|
913 *The whole model - this is it |
|
914 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90196#msg90196>* |
|
915 « *Reply #8 on:* November 12, 2003, 08:20:09 AM » |
|
916 |
|
917 |
|
918 ------------------------------------------------------------------------ |
|
919 Ron says: |
|
920 |
|
921 >>(snip) I'd especially like to talk about combinations of Ephemera |
|
922 relative to one or more Techniques, and combinations of Techniques |
|
923 relative to one or more categories within Creative Agenda.<< |
|
924 |
|
925 Neato. This (I think) is what I?ve been trying to get some input about, |
|
926 although I didn?t say it quite like this in my recent thread. |
|
927 Specifically, I?m looking for hard and fast guidelines to facilitate |
|
928 this ?stuff? in such a manner that it fits our troupe?s style of agreed |
|
929 play. Now, is that goal realistic considering the vast potential for |
|
930 various in game outcomes when you start mixing and matching all of these |
|
931 elements together? I firmly think so, although I may not know how to do |
|
932 that just yet. This is why I?ve been taking a hard look at communication |
|
933 techniques that would yield specific results (those results being ?the |
|
934 game? that we?ve all agreed we want to play.) |
|
935 I know that in RL, certain words used in a certain order will result in |
|
936 a very specific outcome. Politicians are masters of what we typically |
|
937 call spin. For instance, if you hear a politician say, ?If we do not win |
|
938 the war on terror abroad at all costs, then we will become victims of |
|
939 fear in our own homes, our country will falter.? What he?s really just |
|
940 done is employed a conversation technique called a Closing Triplicate of |
|
941 Choice. Really, when you hear that, what automatically happens is that |
|
942 you run through the options and pick the lesser of the evils. ?Hmmm?I |
|
943 don?t want to be a victim; I don?t want the country to falter, so I |
|
944 guess we have to win the war at all costs.? That way of conversing is |
|
945 designed to put your mind in a specific frame of thinking. This kind of |
|
946 communication is far from new, but it works to provoke a specific |
|
947 response, (in this example, support for an agenda.) Could the same be |
|
948 done for creating an atmosphere where a game stays on track? Again, I |
|
949 think so. |
|
950 Now, I?m not saying that I want to have to use a script to run or play |
|
951 in a game. Blah, boring. It would, however, be helpful to have something |
|
952 firm to refer back to in order to keep a game from identity crisis. |
|
953 I think about this topic a lot lately. |
|
954 ;) |
|
955 |
|
956 I'll be interested to follow this discussion and see where it leads. |
|
957 |
|
958 Warm Regards, |
|
959 Lisa |
|
960 Logged |
|
961 |
|
962 ------------------------------------------------------------------------ |
|
963 Warm Regards, |
|
964 Lisa |
|
965 |
|
966 *Ben Lehman |
|
967 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1007>* |
|
968 Member |
|
969 |
|
970 Posts: 1464 |
|
971 |
|
972 |
|
973 <callto://benlehman/> |
|
974 View Profile |
|
975 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1007> WWW |
|
976 <http://www.tao-games.com/> |
|
977 |
|
978 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90210#msg90210> |
|
979 *The whole model - this is it |
|
980 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90210#msg90210>* |
|
981 « *Reply #9 on:* November 12, 2003, 09:30:26 AM » |
|
982 |
|
983 |
|
984 ------------------------------------------------------------------------ |
|
985 Quote from: Ron Edwards |
|
986 |
|
987 Quote |
|
988 2) I think that discussion of Ephemera is VERY important, because it is |
|
989 where the rubber hits the road in terms of actual play. Saying that it |
|
990 should all "be a discussion of techniques" seems a little strange to me. |
|
991 |
|
992 |
|
993 I'm not sure you're representing my view correctly. Don't I say, at one |
|
994 point, that I'm interested in discussing combinations of Ephemera and |
|
995 how they represent or affect Technique? Seems like that would satisfy |
|
996 your outlook. I can't see anywhere that I say "Techniques are the only |
|
997 thing to discuss." |
|
998 |
|
999 As for what level is most important, I guess I'll have to say it now: no |
|
1000 one of these levels is /The /Level for discussing role-playing. It's |
|
1001 /all /role-playing. I bet this is going to be one of these things I have |
|
1002 to say over and over and over. |
|
1003 |
|
1004 |
|
1005 BL> Yup. Imagine so. On reread, I think I misread some stuff. Apologies. |
|
1006 |
|
1007 Quote |
|
1008 3) The particular layout of this explanation (as a manual for an |
|
1009 apologist {in the Catholic sense}) is slightly disturbing to me. I would |
|
1010 change it if you want this to be a reference document for people who do |
|
1011 not understand your theory, which it is excellent at doing. |
|
1012 |
|
1013 |
|
1014 I have no idea what you're talking about. Not a bit. Rather than |
|
1015 immediately explaining, are you sure this is something worth discussing |
|
1016 in the first place? I mean, before everyone gets their oars into the |
|
1017 water regarding the basic points? |
|
1018 |
|
1019 |
|
1020 BL> Your own later posts regarding the "mission objectives" of this |
|
1021 layout cleared things up a bit. MJ expressed my viewpoint much better |
|
1022 than I ever could. |
|
1023 |
|
1024 yrs-- |
|
1025 --Ben |
|
1026 Logged |
|
1027 |
|
1028 ------------------------------------------------------------------------ |
|
1029 These are our Games <http://www.tao-games.com> |
|
1030 This is my Blog <http://benlehman.thesmerf.com/> |
|
1031 |
|
1032 *Ron Edwards |
|
1033 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
1034 Global Moderator |
|
1035 Member |
|
1036 * |
|
1037 Posts: 12610 |
|
1038 |
|
1039 |
|
1040 View Profile |
|
1041 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
1042 <http://www.sorcerer-rpg.com> |
|
1043 |
|
1044 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90215#msg90215> |
|
1045 *The whole model - this is it |
|
1046 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90215#msg90215>* |
|
1047 « *Reply #10 on:* November 12, 2003, 09:47:34 AM » |
|
1048 |
|
1049 |
|
1050 ------------------------------------------------------------------------ |
|
1051 Hello, |
|
1052 |
|
1053 Further reflection has clarified my own goals for this thread. |
|
1054 |
|
1055 You know, I think that I'm not interested in suggestions for editing and |
|
1056 presenting. That was a bad thing even to mention. |
|
1057 |
|
1058 I'm interested in whether /you/, the Forge folks, understand what I'm |
|
1059 saying. If there's anything you need clarified about the model as |
|
1060 presented, or anything you think doesn't hold up, then now's the time to |
|
1061 say it. |
|
1062 |
|
1063 I'm very committed to reviewing and refining the material in the |
|
1064 Discussing the Model section. Those are phrased as recommendations for a |
|
1065 reason, and presented in the post for a reason. I would very much like |
|
1066 to get confirmation and/or attempts at refutation about all seven of the |
|
1067 points. |
|
1068 |
|
1069 I don't mind mentioning that quibbles about internal issues of Creative |
|
1070 Agenda are right out the window. I'm profoundly sick of GNS talk, |
|
1071 frankly. I'm convinced that once the model as a whole is better |
|
1072 understood, then dozens upon dozens of "GNS issues" will simply evaporate. |
|
1073 |
|
1074 I'm specifically interested in whether Creative Agenda, as the bridge |
|
1075 from [Social Contract [Exploration]] to [Techniques], is acceptable as |
|
1076 an absolute necessity in understanding role-playing. Realize that this |
|
1077 claim was and is absolutely anathema among most vocal participants and |
|
1078 publishers in the hobby. |
|
1079 |
|
1080 I'm also interested in what I mentioned in the essay about |
|
1081 Techniques-to-Creative Agenda, and Ephemera-to-Techniques. Lisa's post |
|
1082 is, in my view, the most valuable one so far to develop in this thread. |
|
1083 I have plenty of thoughts on this issue and would appreciate some input |
|
1084 about yours. |
|
1085 |
|
1086 So from now on, please, no more editing or presentation suggestions. |
|
1087 Talk about the material. This thread is not about what some hypothetical |
|
1088 other people will think and feel about the model, but about /you/. Say, |
|
1089 "YES, I AGREE, ESPECIALLY ABOUT X," or, "NO, YOU MAKE NO SENSE AND |
|
1090 HERE'S WHY," or "GEE, WHAT ABOUT THIS PART HERE." That sort of thing. |
|
1091 |
|
1092 Without that kind of dialogue for a while, I'm considering closing up |
|
1093 the whole forum. That's not a threat, but rather a statement that I |
|
1094 don't see any point to public/forum GNS-wrangling without a strong and |
|
1095 easily-reinforced shared understanding of the big picture. |
|
1096 |
|
1097 Best, |
|
1098 Ron |
|
1099 Logged |
|
1100 |
|
1101 *Valamir <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36>* |
|
1102 Member |
|
1103 |
|
1104 Posts: 4859 |
|
1105 |
|
1106 |
|
1107 View Profile |
|
1108 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=36> WWW |
|
1109 <http://www.ramshead.indie-rpgs.com> |
|
1110 |
|
1111 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90219#msg90219> |
|
1112 *The whole model - this is it |
|
1113 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90219#msg90219>* |
|
1114 « *Reply #11 on:* November 12, 2003, 10:08:33 AM » |
|
1115 |
|
1116 |
|
1117 ------------------------------------------------------------------------ |
|
1118 Quote |
|
1119 I'm specifically interested in whether Creative Agenda, as the bridge |
|
1120 from [Social Contract [Exploration]] to [Techniques], is acceptable as |
|
1121 an absolute necessity in understanding role-playing. Realize that this |
|
1122 claim was and is absolutely anathema among most vocal participants and |
|
1123 publishers in the hobby. |
|
1124 |
|
1125 |
|
1126 I think you rightly point out that this is the crux of the entire model. |
|
1127 I don't think you'll find anyone who games (even without spending much |
|
1128 time thinking about it) who will disagree with the idea that social |
|
1129 issues impact game experience. I don't think you'll find anyone who |
|
1130 hasn't found mechanics and techniques that work profoundly well (and |
|
1131 others that work poorly) to deliver the kind of game they want. |
|
1132 |
|
1133 The issue then is this idea of a Creative Agenda beyond simply "having |
|
1134 fun sharing a hobby with my friends" and much deeper than "I don't like |
|
1135 dice pool mechanics or hard scene framing". |
|
1136 |
|
1137 I think the fact of the existance of "something" going on in that |
|
1138 Creative Agenda space is pretty irrefutable. Enjoying RPGs must require |
|
1139 something more than the sum of Social conciderations plus Techniques or |
|
1140 there wouldn't continue to be dysfunctional play. If all that is |
|
1141 required is selecting some powerful favorite techniques and then making |
|
1142 sure everyone at the table is on good civil terms and committed to each |
|
1143 others enjoyment...then nearly every game would be a rageing success. |
|
1144 |
|
1145 Clearly there's something else going on there, and for purposes of this |
|
1146 model we call that something else "Creative Agenda". |
|
1147 |
|
1148 I'm particularly impressed with the fact that this format of |
|
1149 presentation (speaking of the article overall here) is quite powerful at |
|
1150 identifying and seperating out the component part. At being able to set |
|
1151 aside the specifics of the component parts altogether and just talk |
|
1152 about the processes of the model. |
|
1153 |
|
1154 This enables us to look at and "approve" (if you will) of the overall |
|
1155 framework of the model, without getting caught up (again, and again, and |
|
1156 again) in debating trivial nuance ad naseum (guilty). It focuses |
|
1157 attention on the "forest" so we can all agree that we are, indeed, |
|
1158 looking at a forest, before delving deep into the individual trees. |
|
1159 |
|
1160 I'm envisioning the final version of this document as a sort of master |
|
1161 article that we can be reasonably confident is about as final and |
|
1162 finished as likely to get. Each box on the Venn can then be hyperlinked |
|
1163 to an article talking deeper about each item, and ideally serve as a |
|
1164 place to list links to appropriate threads on the topic. In this way |
|
1165 the sub articles can be more easily updated to reflect "current thinking |
|
1166 on the nature of Techniques. See also <these 6 threads> for additional |
|
1167 thoughts and the development of the concepts. |
|
1168 |
|
1169 To make Mike happy these sub articles could be ideal to set up as a Wiki |
|
1170 where it becomes trivial for various parties to submit links and add to |
|
1171 content (supposedly...I can't figure the think out), with links from |
|
1172 them to other articles (such as the 3 GNS ones, etc.) |
|
1173 Logged |
|
1174 |
|
1175 ------------------------------------------------------------------------ |
|
1176 Ralph Mazza |
|
1177 Universalis: The Game of Unlimited Stories |
|
1178 <http://www.ramshead.indie-rpgs.com> |
|
1179 |
|
1180 *C. Edwards |
|
1181 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=354>* |
|
1182 Member |
|
1183 |
|
1184 Posts: 540 |
|
1185 |
|
1186 |
|
1187 View Profile |
|
1188 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=354> WWW |
|
1189 <http://www.livejournal.com/users/thickenergy/> |
|
1190 |
|
1191 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90221#msg90221> |
|
1192 *The whole model - this is it |
|
1193 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90221#msg90221>* |
|
1194 « *Reply #12 on:* November 12, 2003, 10:19:40 AM » |
|
1195 |
|
1196 |
|
1197 ------------------------------------------------------------------------ |
|
1198 Hey Ron, |
|
1199 |
|
1200 Looks great to me. It's nice to see so much of the current thought all |
|
1201 together on the same page. I particularly like that you repeatedly point |
|
1202 out that System reaches down and through the lower level boxes. (I've |
|
1203 been thinking of it like the funnel of a tornado.) |
|
1204 |
|
1205 Oh, have you considered changing the name of the model? The current |
|
1206 moniker seems to cause quite a bit of focus on particulars of Creative |
|
1207 Agenda, often resulting in tunnel-vision in regards to the model as a whole. |
|
1208 |
|
1209 -Chris |
|
1210 Logged |
|
1211 |
|
1212 *Lxndr <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1659>* |
|
1213 Acts of Evil Playtesters |
|
1214 Member |
|
1215 * |
|
1216 Posts: 1026 |
|
1217 |
|
1218 |
|
1219 View Profile |
|
1220 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1659> WWW |
|
1221 <http://www.twistedconfessions.com> |
|
1222 |
|
1223 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90225#msg90225> |
|
1224 *The whole model - this is it |
|
1225 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90225#msg90225>* |
|
1226 « *Reply #13 on:* November 12, 2003, 10:54:07 AM » |
|
1227 |
|
1228 |
|
1229 ------------------------------------------------------------------------ |
|
1230 I am very glad to see "Creative Agenda" replace "G/N/S". Granted, I'm |
|
1231 aware G/N/S is still a popular construction, but your new Venn Diagram |
|
1232 allows for alternative theories on Creative Agenda in particular (like |
|
1233 the ever-popular "Beeg Horseshoe") without implicit contradiction. |
|
1234 |
|
1235 That said, I agree with Chris that it'd be nice to see the entire theory |
|
1236 no longer be called "the GNS model" since, well, the name itself brings |
|
1237 an unhealthy amount of focus on that one part of the model... |
|
1238 Logged |
|
1239 |
|
1240 ------------------------------------------------------------------------ |
|
1241 Alexander Cherry, Master of the Inkstained Robes |
|
1242 Twisted Confessions Game Design <http://www.twistedconfessions.com> |
|
1243 Moderator of Indie Netgaming |
|
1244 <http://groups.yahoo.com/group/indie-netgaming/> |
|
1245 |
|
1246 *Matt Snyder |
|
1247 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=234>* |
|
1248 Member |
|
1249 |
|
1250 Posts: 1142 |
|
1251 |
|
1252 |
|
1253 View Profile |
|
1254 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=234> WWW |
|
1255 <http://www.chimera.info> |
|
1256 |
|
1257 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90232#msg90232> |
|
1258 *The whole model - this is it |
|
1259 <http://www.indie-rpgs.com/forum/index.php?topic=8655.msg90232#msg90232>* |
|
1260 « *Reply #14 on:* November 12, 2003, 11:19:39 AM » |
|
1261 |
|
1262 |
|
1263 ------------------------------------------------------------------------ |
|
1264 Quote |
|
1265 I'm specifically interested in whether Creative Agenda, as the bridge |
|
1266 from [Social Contract [Exploration]] to [Techniques], is acceptable as |
|
1267 an absolute necessity in understanding role-playing. Realize that this |
|
1268 claim was and is absolutely anathema among most vocal participants and |
|
1269 publishers in the hobby. |
|
1270 |
|
1271 |
|
1272 Yes, yes, a thousand times, yes. In light of my own group's recent |
|
1273 discussions, this was the key issue. While I don't expect my fellow |
|
1274 group members to be able right now to write an essay on Creative Agenda, |
|
1275 I do think they have recognized their right and need to understand just |
|
1276 what /exactly/ it is we as a group are going to sit down and do for our |
|
1277 enjoyment. |
|
1278 |
|
1279 I'll say that again. Each /person/ who choses to play a role-playing |
|
1280 game with other people has a /right/ to understand just what it is that |
|
1281 he will be doing when the group actually plays the game. Similarly, with |
|
1282 right comes responsibility. It is a person's responsibility to recognize |
|
1283 what his group's Creative Agenda is. Failure to do so absurdly risks |
|
1284 one's enjoyment, and one's right to enjoyment. |
|
1285 |
|
1286 While many publishers aren't, to my mind, openly fighting against that |
|
1287 right, what they are doing is either clumsily ignoring that right OR |
|
1288 disingenuinely undermining that right with inconsistent positions on |
|
1289 what the /act/ of role-playing is versus the /act/ of maintaining the |
|
1290 industry and/or culture is. |
|
1291 Logged |
|
1292 |
|
1293 ------------------------------------------------------------------------ |
|
1294 Matt Snyder |
|
1295 www.chimera.info <http://www.chimera.info> |
|
1296 |
|
1297 "The future ain't what it used to be." |
|
1298 --Yogi Berra |
|
1299 |
|
1300 *Pages:* [*1*] 2 |
|
1301 <http://www.indie-rpgs.com/forum/index.php?topic=8655.15> 3 |
|
1302 <http://www.indie-rpgs.com/forum/index.php?topic=8655.30> * ... *5 |
|
1303 <http://www.indie-rpgs.com/forum/index.php?topic=8655.60> Print |
|
1304 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=8655.0> |
|
1305 |
|
1306 « previous |
|
1307 <http://www.indie-rpgs.com/forum/index.php?topic=8655.0;prev_next=prev> |
|
1308 next » |
|
1309 <http://www.indie-rpgs.com/forum/index.php?topic=8655;prev_next=next> |
|
1310 |
|
1311 Jump to: |
|
1312 |
|
1313 |
|
1314 Powered by MySQL <http://www.mysql.com/> Powered by PHP |
|
1315 <http://www.php.net/> The Forge | Powered by SMF 1.0.5 |
|
1316 <http://www.simplemachines.org/>. |
|
1317 © 2001-2005, Lewis Media <http://www.lewismedia.com/>. All Rights Reserved. |
|
1318 *Oxygen* design by Bloc <http://www.bloczone.net> Valid XHTML 1.0! |
|
1319 <http://validator.w3.org/check/referer> Valid CSS! |
|
1320 <http://jigsaw.w3.org/css-validator/check/referer> |
|
1321 |