draft/whole_model.txt
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     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 
       
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    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/>
       
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   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
       
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   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
       
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   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
       
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   666 Posts: 2126
       
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   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
       
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   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
       
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   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
       
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   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
       
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   906 Posts: 58
       
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   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 
       
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   973 <callto://benlehman/>
       
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   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 
       
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  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
       
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  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
       
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  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
       
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  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
       
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  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 
       
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