references/WhatsSystemIs.txt
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    49 
       
    50 Author 	Topic: Wait, What Matters Again?  (Read 2499 times)
       
    51 
       
    52 *Ben Lehman
       
    53 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1007>*
       
    54 Member
       
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    56 Posts: 1400
       
    57 
       
    58 splendidquetzl
       
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    67 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128175#msg128175>
       
    68 	*Wait, What Matters Again?
       
    69 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128175#msg128175>*
       
    70 
       
    71 « * on:* July 14, 2004, 09:54:05 PM »
       
    72 	
       
    73 
       
    74 ------------------------------------------------------------------------
       
    75 Wait, what Matters again?
       
    76 Or
       
    77 The Extent of Sys
       
    78 Or
       
    79 "If you have a D&D game without orc-killing, is it Drift?"
       
    80 Or
       
    81 "No complete RPG will ever be made."
       
    82 
       
    83 Jargon Alert: If you are not familiar with these terms as they are used
       
    84 in Forge discourse, go and look them up before reading this:
       
    85 1) The lumpley Principle (I call it lP sometimes), which I wield like a
       
    86 fucking club all over this post.
       
    87 2) Shared Imagined Space (which is my favoritest term ever)
       
    88 3) Exploration
       
    89 4) Exploration, components of (Situation, Setting, Color, blah, blah)
       
    90 5) Credibility
       
    91 6) Drift
       
    92 
       
    93 Curse Alert: For some reason, I am particularly vulgar in this essay.
       
    94 
       
    95 System does Matter.
       
    96 
       
    97 What?
       
    98 
       
    99 What matters?
       
   100 
       
   101 Good question.
       
   102 
       
   103 What the hell is this "System" anyway?
       
   104 
       
   105 Well, for a lot of people, this is like art and porn -- they know it
       
   106 when they see it.  This is not a satisfactory definition to me and, I
       
   107 venture, should not be a satisfactory definition for anyone who gives a
       
   108 damn about discussing the theory of RPGs which is probably everyone
       
   109 reading this post since the god-damn forum is called "RPG Theory."  I
       
   110 mean fuck, people.  If you're not interested in RPG theory I can't
       
   111 exactly hold your fucking hand through this thing, can I?  Just go read
       
   112 your pansy "Actual Play" or suck it up, stay here with the theory wonks,
       
   113 and quitcherbitchin.
       
   114 
       
   115 That intro was actually a little misleading -- I'm going to take my
       
   116 definition from the lumpley Principle (the only piece of role-playing
       
   117 theory so low-budget it can only afford one capital letter), so I
       
   118 already have a definition in hand.  But what I'm going to do is take a
       
   119 look at that and go "holy fuck, that's a hell of a lot bigger than I
       
   120 thought.  Like, fuck, man!  I gotta design all that shit?"  Or
       
   121 something.  Basically, what I am saying here is "the System" covers a
       
   122 huge range of stuff, only a small subset of which is ever talked about
       
   123 or even acknowledged by game texts.
       
   124 
       
   125 So, okay.  Let's look at the l.P.
       
   126 "The System is the means by which players negotiate the contents of
       
   127 their shared imagined space."
       
   128 
       
   129 Right.
       
   130 
       
   131 So what is it?  What's in there?  To find this, I'm going to "run the
       
   132 statement backwards" and say that "The means by which the players
       
   133 negotiate the contents of the shared imagined space is the System."  I
       
   134 realize that this is a different statement.  Call it the "lumpley
       
   135 Principle adjunct" or the "Little Timmy Principle" or, perhaps, the
       
   136 "'kiss my ass, you 'systemless rpg' players' principle."
       
   137 
       
   138 Well, let's start with the obvious thing:  Mechanics.
       
   139 
       
   140 What are mechanics?  Mechanics are things which say "If your roll of
       
   141 17d7 is greater than or equal to the target number correlated from
       
   142 charts 2.5 to 6.4.1 inclusive, your character succeeds."  Or, "The
       
   143 character with the higher Warfare will, all things being equal, win any
       
   144 strategic or tactical situation."  Or, "when Virgo is ascendant, the
       
   145 leftmost player takes on the role of High Priestess, which means that
       
   146 she speaks for the Mother in all things, particularly to combat with
       
   147 axes, maces, and tangerines."  Essentially, mechanics are anything which
       
   148 resolves situations in the RPG through deliberate, particular means,
       
   149 often mathematical.  There's a hell of a lot of analysis of mechanics
       
   150 out there.  To some people, actually a lot of people, mechanics is all
       
   151 there is to system.  System and mechanics are the same thing.  This
       
   152 people are poorly informed assholes, fuckwits, and malcontents, not
       
   153 worthy to lick the dirt out of my toenails.  Or perhaps we just have
       
   154 different definitions of system.  Either/or.  
       
   155 
       
   156 Are mechanics a part of system?  Well, duh.  Are they the whole shebang?
       
   157  Not even fucking close.
       
   158 
       
   159 How about setting?  A lot of gamers (including me) have this whole
       
   160 hang-up about setting/system differences.  A lot of people say that an
       
   161 RPG text is comprised of setting and system.  "So they're totally
       
   162 different, right?" asks Little Timmy.
       
   163 
       
   164 Well, Little Timmy ("Don't call my little I am twenty-three") let's look
       
   165 at the lumpley Principle.  Hrm...  Can setting effect the contents of
       
   166 the shared imagined space?  Fuck yes!  Setting is the background of the
       
   167 shared imagined space.  In fact, I would say that, given the definition
       
   168 of system from the lP, setting is often a greater component of system
       
   169 than mechanics.  I mean, which has more weight on the actual play of the
       
   170 game "We are using the D&D mechanics" or "We are playing in the
       
   171 Forgotten Realms?"  Yeah.  Hard question, ain't it?
       
   172 
       
   173 So Setting goes in the box.  Wait, does this mean that all setting-less
       
   174 game texts are fundamentally incomplete with regards to system.  Yes.
       
   175  Fucking right.  Precisely so, Little Timmy.  Now take your medicine and
       
   176 get out of my face.
       
   177 
       
   178 Okay, how about situation?  Marco talked about this a little bit with me
       
   179 recently, which is what set me off on this whole thing but, essentially,
       
   180 does the basic situation of the game effect the shared imagined space?
       
   181  Or, as he (roughly), put it, "is it still D&D if you aren't killing
       
   182 orcs?"  I used to be a big opponent of the idea that sitch could be a
       
   183 part of system or, rather, I would talk about playing D&D *without
       
   184 drift* (by which I meant Mechanical Drift).
       
   185 
       
   186 I was a fucking bonehead.  *I'm* not even fit to lick to dirt out of my
       
   187 own toenails.  Look, can situation be used, by a player, to make a
       
   188 statement about the shared imagined space?  Yes.  Of course.  If it
       
   189 can't, well, I don't know what it is.  It's like the situation has
       
   190 nothing to do with what's going on in the game?  Whatever.  It doesn't
       
   191 happen.
       
   192 
       
   193 Okay, let's stop it with this piece-by-piece shit and just eat the whole
       
   194 pie like the fucking fat pigs we are:  What isn't System?  What, in the
       
   195 entire act of role-playing, is not a part of System, as it is defined by
       
   196 my god and saviour, Vincent "lumpley" Baker (whose principle I'm sure
       
   197 you are sick of hearing of, at this point)?
       
   198 
       
   199 Out of game relationships (players sleeping with each other, or some
       
   200 such) -- System
       
   201 Who ordered pizza?  -- most likely system.  I mean, you don't want to
       
   202 kill the guy who ordered the pizza in the first scene.  That's just low.
       
   203 The emotional state of all the players?  -- System, definitely.  More
       
   204 important to System than mechanics, more'n likely.
       
   205 That "Lucky twenty-sider" and the rituals that surround it? -- System, I
       
   206 think.  This is probably the furthest borderline case I can find.
       
   207 
       
   208 I cannot imagine a single aspect of the act of role-playing that is not,
       
   209 in some regard, a part of System.  I can't even conceive of the
       
   210 possibility of their being such an element.  Please offer suggestions,
       
   211 if you can.
       
   212 
       
   213 So, okay, what does that mean to designers?
       
   214 
       
   215 Well, it is pretty fucking obvious that no game text can, will, or
       
   216 should present a totally complete system -- that is a game without
       
   217 players.  However, a lot of chunks of system (The GM-player
       
   218 relationship, say, or the little social rules that game groups carry
       
   219 with them) are carried from game to game totally unthinkingly, and that,
       
   220 I think, needs to change.  Essentially, for design, this means "look, by
       
   221 offering a 'role-playing system' you are, in fact, offering an
       
   222 incomplete item which will be interfaced with by the role-playing group
       
   223 to create a whole system, which will in turn be used to manipulate the
       
   224 particulars of their shared imagined space."
       
   225 
       
   226 So, the question that I have is: What does it mean to include a certain
       
   227 system in a game text, in terms of effect on Actual Play?  What does it
       
   228 mean to leave it out?
       
   229 
       
   230 yrs--
       
   231 --Ben
       
   232 
       
   233 P.S.  The first one who gets the "23 years old" reference gets a prize.
       
   234  PM me or stick in a P.S.  And, yes, Google is cheating.
       
   235 
       
   236 P.P.S.  Tip o' the hat to Mike Mearls for the "no complete RPG" bit.
       
   237 	Logged
       
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   239 
       
   240 
       
   241 ------------------------------------------------------------------------
       
   242 These are our Games <http://www.tao-games.com>
       
   243 This is my Blog <http://benlehman.blogspot.com/>
       
   244 
       
   245 *contracycle
       
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   256 	
       
   257 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128177#msg128177>
       
   258 	*Wait, What Matters Again?
       
   259 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128177#msg128177>*
       
   260 
       
   261 « *Reply #1 on:* July 14, 2004, 10:51:03 PM »
       
   262 	
       
   263 
       
   264 ------------------------------------------------------------------------
       
   265 Erm, yes and no.
       
   266 
       
   267 Its true to say that I cannot create a complete system in the sense you
       
   268 appear to describe.  The actual physical game that actually happens is
       
   269 largely beyond my control.
       
   270 
       
   271 But this is a restriction that applies to many things and is IMO
       
   272 implicit in the creation of any device for use by anyone other than the
       
   273 designer.  IMO this is Not An Issue; it was resolved by the
       
   274 identifiication that textual rules are only contributory elements to the
       
   275 social contract, which is the real mechanism governing the human
       
   276 interactions.
       
   277 
       
   278 But being contributary elements, they do serve to inform the negotiation
       
   279 of that social contract and do bring the designer into the conversation
       
   280 at the table, as it were.  That is the purpose of system.  By analogy, I
       
   281 cannot perhaps construct a system that produces faultless justice; but I
       
   282 can propose a system of trial by jury if I think that this prior
       
   283 discussion of local social contract would be useful to the pursuit of
       
   284 justice.
       
   285 
       
   286 System matters in that respect.  System is an overt implementation of
       
   287 social contract.
       
   288 
       
   289 Now I have previously proposed that in essence, among players suitably
       
   290 familiar with the form and process of RPG, no real 'RPG product'
       
   291 purchase is necessary at all.  They could just pick up a book, and refer
       
   292 to that book as if it were the RPG world.  With any of a number of
       
   293 generic or favoured system, they could have some sort of game.
       
   294 
       
   295 So in that sense one might indeed say system is not very necessary at
       
   296 all.  But we do think system is necessary - and I believe we think this
       
   297 becuase it frames our interactions with the SIS.  We resolve conflicts,
       
   298 and thus determine what enters the SIS, for example.  And that is why
       
   299 IMO particular system matters even when system in abstract falls away
       
   300 into the nebulous social contract.  Any actual implementation of a
       
   301 particular system gives instructions to players: you do this after that
       
   302 after the other for such a goal.  Actual human behaviour - sure pretty
       
   303 unimportant, but still actual - is being governed to an extent by the
       
   304 designer and the design, exactly as it might be in a beauracracy or
       
   305 engineering system.
       
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   308 
       
   309 
       
   310 ------------------------------------------------------------------------
       
   311 Impeach the bomber boys:
       
   312 www.impeachblair.org <http://www.impeachblair.org>
       
   313 www.impeachbush.org <http://www.impeachbush.org>
       
   314 
       
   315 "He who loves practice without theory is like the sailor who boards ship
       
   316 without a rudder and compass and never knows where he may cast."
       
   317 - Leonardo da Vinci
       
   318 
       
   319 *Paganini <http://www.indie-rpgs.com/forum/index.php?action=profile;u=284>*
       
   320 Member
       
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   330 	
       
   331 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128184#msg128184>
       
   332 	*Re: Wait, What Matters Again?
       
   333 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128184#msg128184>*
       
   334 
       
   335 « *Reply #2 on:* July 15, 2004, 12:00:35 AM »
       
   336 	
       
   337 
       
   338 ------------------------------------------------------------------------
       
   339 I just want to point out one of those aspects of the lP that seems
       
   340 obvious, but that will be news to a lot of traditional-style RPG
       
   341 designers. Yeah, "mechanics" and "system" are not synonyms here.
       
   342 Mechanics may be a big part of system, but they're not the *entirity* of
       
   343 system.
       
   344 
       
   345 Turn that around, though, and think about this: *not all rules /
       
   346 mechanics are part of the system.* A lot of times, especially in
       
   347 home-brew games, you'll see mechanics tacked on that, maybe, the
       
   348 designer liked in some other game, but didn't really understand the
       
   349 point of - with the net effect that the mechanic actually does nothing
       
   350 at all in terms of System. It's just kind of *there,* fogging up the
       
   351 works, but when you really look at it, it doesn't go anywhere.
       
   352 
       
   353 But, to answer your question, what you're doing when you write a system
       
   354 is informing the players about your vision of play. What you leave out,
       
   355 they will be forced to make up on their own. If their personalities are
       
   356 incompatible with making up that particular stuff, then they will want
       
   357 to play a game.
       
   358 
       
   359 A lot of people don't want to play freeform... but they will play "The
       
   360 Window," which is functionally equivalent to Freeform, AFAIAC.
       
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   363 
       
   364 
       
   365 ------------------------------------------------------------------------
       
   366 
       
   367 *http://www.livejournal.com/users/taiji_jian/*
       
   368 *http://www.yahoogroups.com/group/indie-netgaming/*
       
   369 
       
   370 *Marco <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190>*
       
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   381 	
       
   382 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128198#msg128198>
       
   383 	*Wait, What Matters Again?
       
   384 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128198#msg128198>*
       
   385 
       
   386 « *Reply #3 on:* July 15, 2004, 01:33:29 AM »
       
   387 	
       
   388 
       
   389 ------------------------------------------------------------------------
       
   390 Ben,
       
   391 
       
   392 If setting, situation, and mechanics are the same thing in terms of
       
   393 system (and I'm not arguing they aren't--it's a fine way to look at it)
       
   394 then making up a new town is the same thing as adding critical hits to
       
   395 the damage system. You can argue that one's more effort than the other
       
   396 but the harder one is probably the town if it's detailed.
       
   397 
       
   398 That would make drift as related to the utility of a game in terms of
       
   399 coherence very shaky since in practice one must make characters and
       
   400 situationa and setting in order to play (traditionally) anyway.
       
   401 
       
   402 -Marco
       
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   405 
       
   406 
       
   407 ------------------------------------------------------------------------
       
   408 ---------------------------------------------
       
   409 JAGS (Just Another Gaming System)
       
   410 a free, high-quality, universal system at:
       
   411 http://www.jagsrpg.org
       
   412 *Just Released: JAGS Wonderland*
       
   413 
       
   414 *Kesher <http://www.indie-rpgs.com/forum/index.php?action=profile;u=3267>*
       
   415 Member
       
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   424 	
       
   425 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128242#msg128242>
       
   426 	*Wait, What Matters Again?
       
   427 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128242#msg128242>*
       
   428 
       
   429 « *Reply #4 on:* July 15, 2004, 04:21:27 AM »
       
   430 	
       
   431 
       
   432 ------------------------------------------------------------------------
       
   433 Quote
       
   434 Out of game relationships (players sleeping with each other, or some
       
   435 such) -- System
       
   436 Who ordered pizza?  -- most likely system.  I mean, you don't want to
       
   437 kill the guy who ordered the pizza in the first scene.  That's just low.
       
   438 The emotional state of all the players?  -- System, definitely.  More
       
   439 important to System than mechanics, more'n likely.
       
   440 That "Lucky twenty-sider" and the rituals that surround it? -- System, I
       
   441 think.  This is probably the furthest borderline case I can find.
       
   442 
       
   443 
       
   444 It seems to me that Vincent approaches some of this in the Theory
       
   445 section of the lumpley games website (Burning Down the Firewall):
       
   446 
       
   447 http://www.septemberquestion.org/lumpley/hardcore.html
       
   448 
       
   449 I actually got really excited when I read this, because it seemed so
       
   450 (blindsidingly) commonsensical.  And Ben, I don't see the "lucky
       
   451 20-sider" as borderline in this consideration at all.  
       
   452 
       
   453 I think that explicitly addressing what goes on, realistically,
       
   454 dynamically when people are in-the-act-of-gaming, as part of the overall
       
   455 system is a powerful design question.  How does the game require players
       
   456 to /behave/ while playing?  What happens to the game if they /don't/
       
   457 behave that way, & should it then be considered drift?
       
   458 
       
   459 I never had any interest in playing Wraith (though a friend of mine was
       
   460 always bugging me to do so) because I didn't care to adopt the mindset
       
   461 or around-the-table-behaviors the "system" (in Ben's larger sense)
       
   462 seemed to demand.
       
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   465 
       
   466 
       
   467 ------------------------------------------------------------------------
       
   468 Sometimes the sunset doesn't want to be photographed
       
   469      --- Hood
       
   470 
       
   471  http://games.groups.yahoo.com/group/indiemn/
       
   472 
       
   473 *John Kim
       
   474 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1105>*
       
   475 Member
       
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   485 	
       
   486 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128250#msg128250>
       
   487 	*Wait, What Matters Again?
       
   488 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128250#msg128250>*
       
   489 
       
   490 « *Reply #5 on:* July 15, 2004, 05:27:56 AM »
       
   491 	
       
   492 
       
   493 ------------------------------------------------------------------------
       
   494 Quote from: Marco
       
   495   If setting, situation, and mechanics are the same thing in terms of
       
   496 system (and I'm not arguing they aren't--it's a fine way to look at it)
       
   497 then making up a new town is the same thing as adding critical hits to
       
   498 the damage system. You can argue that one's more effort than the other
       
   499 but the harder one is probably the town if it's detailed.
       
   500 
       
   501 That would make drift as related to the utility of a game in terms of
       
   502 coherence very shaky since in practice one must make characters and
       
   503 situationa and setting in order to play (traditionally) anyway.  
       
   504 
       
   505 Yeah.  I remember having touched on this before, but I can't remember
       
   506 the threads.  There are tons of games which specify setting.  I would
       
   507 say using Lord of the Rings or Skyrealms of Jorune for a different
       
   508 setting is a far more major change to system than, say, ignoring
       
   509 alignment rules.  There are a few games which specify character, like
       
   510 Timelord (1991) or Run Out the Guns (1998).  There are also a few which
       
   511 specify situation -- i.e. scenario-based games like the Sandman series
       
   512 (1985) or Pokemon Jr (1999).  
       
   513 
       
   514 So here's the big question.  So creating new characters in Timelord is a
       
   515 change to the system, just as much so as changing the resolution
       
   516 mechanics.  But we commonly think that, say, creating a setting for The
       
   517 Pool is not a change to system.  But that seems to make them unequal.  A
       
   518 problem with "incoherence" as a design criteria is that the less that
       
   519 you specify with a game, the less likely that parts will clash.
       
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   522 
       
   523 
       
   524 ------------------------------------------------------------------------
       
   525 - John
       
   526 
       
   527 *lumpley <http://www.indie-rpgs.com/forum/index.php?action=profile;u=119>*
       
   528 Acts of Evil Playtesters
       
   529 Member
       
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   540 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128255#msg128255>
       
   541 	*Wait, What Matters Again?
       
   542 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128255#msg128255>*
       
   543 
       
   544 « *Reply #6 on:* July 15, 2004, 05:47:16 AM »
       
   545 	
       
   546 
       
   547 ------------------------------------------------------------------------
       
   548 Ben, can I introduce something?  I think it may be helpful.
       
   549 
       
   550 There are three things your System has to coordinate.  ("System" in the
       
   551 full implications of the lumpy piddle sense: the on-the-fly
       
   552 fully-negotiated mercurial real-people's-moods-and-habits /process/ that
       
   553 you're using to negotiate what happens.)
       
   554 
       
   555 It has to coordinate:
       
   556 A) the wholly imaginary things and events in the "game world";
       
   557 B) real-world abstractions and representations of those things and
       
   558 events: maps, numbers, dice, "hit points," etc.
       
   559 C) the interactions of the actual human beings.
       
   560 
       
   561 For instance, a rule like "whoever rolls higher on the attack roll
       
   562 inflicts damage on the defender" operates only on B and C: it expects
       
   563 the human beings to interact to manipulate some "attack roll" and "hit
       
   564 points" at the representation level.  Add to the rule "... and describe
       
   565 the change in the fighters' circumstances" and you bring in A: now it
       
   566 expects the human beings to make changes to the imaginary stuff, not
       
   567 just the abstractions.  Or add to the rule "... but first give the
       
   568 fighters bonuses to their attack rolls depending on their circumstances"
       
   569 brings A in too, in a slightly different way.  The former: changes to A
       
   570 (the fictional circumstances) depend on what happens with B (the
       
   571 representations).  The latter: what happens with B changes depending on
       
   572 details of A.  Both together: A informs B, B informs A.  In all cases:
       
   573 ...according to the direct and active attention of C, the players.
       
   574 
       
   575 You can imagine rules where A's informing of B is left to the subjective
       
   576 interpretation of C ("... but first the GM gives the fighters whatever
       
   577 bonuses seem called for").  You can imagine rules where A's informing of
       
   578 B is cut and dried ("... and any fighter whose lover is watching the
       
   579 fight gets +3 to the attack roll").  You can imagine rules where,
       
   580 instead, /B/ informs B ("... and the fighter with the higher number
       
   581 written next to 'Fighting' gets +3 to the attack roll").
       
   582 
       
   583 You can imagine rules that coordinate only A and C ("only Bob is allowed
       
   584 to introduce NPCs," "give Bob's character something to do so he doesn't
       
   585 go play video games") or act only at C ("go along with Bob, he's had a
       
   586 rough day") as well.  Lots of play happens like this.  Freeform play is
       
   587 easy to understand in this light.
       
   588 
       
   589 So: now we ought to be able to talk about the real differences between
       
   590 1) creating a town, 2) the town itself, 3) getting your group's assent
       
   591 to the town, 4) creating a critical hits table, 5) the critical hits
       
   592 table itself, and 6) getting your group's assent to the table, plus 7)
       
   593 proposing a change to the in-game Sitch (like "I hit him"), 8) the
       
   594 change itself, and 9) getting your group's assent to /it/.
       
   595 
       
   596 We ought to be able to look critically at a particular set of rules'
       
   597 coordination of the three levels.  Are there holes?  Contradictions?
       
   598  Unsupported assertions?  Wrong guesses?  Backfires? According to the
       
   599 rules, /who gets to say what about what?/ and /what are the group's
       
   600 interests when they do so?/
       
   601 
       
   602 And then we ought to be able to look critically at the rules in actual
       
   603 play.  Are they easy to follow?  (Did we even follow them?)  Are they
       
   604 fun, satisfying, challenging, surprising?  How do they flex under
       
   605 pressure from various social dynamics?  How do they divert or transform
       
   606 various social dynamics?  As it actually happened, /who got to say what
       
   607 about what?/ and /did it serve the group's interests when they did so?/
       
   608 and /was it what the game text promised?/
       
   609 
       
   610 (Marco, John, there's a difference between Drift and by-the-rules
       
   611 customization.  Establishing a definition of Humanity in Sorcerer, for
       
   612 instance, or creating characters for most games, or choosing a Setting
       
   613 for the Pool, is customization, not Drift.  The vast majority of making
       
   614 towns, establishing situations, not killing orcs, that kind of stuff,
       
   615 similarly.  What's Drift and what's customization will vary
       
   616 /tremendously/ from ruleset to ruleset.  It seems so basic to me that I
       
   617 wonder why it's even a question.)
       
   618 
       
   619 -Vincent
       
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   622 
       
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   635 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128289#msg128289>
       
   636 	*Wait, What Matters Again?
       
   637 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128289#msg128289>*
       
   638 
       
   639 « *Reply #7 on:* July 15, 2004, 07:55:33 AM »
       
   640 	
       
   641 
       
   642 ------------------------------------------------------------------------
       
   643 Hi Ben,
       
   644 
       
   645 I with you all the way except "System defines out of game situations"...
       
   646  Try, Social Contract defines everything, including System.  System is
       
   647 everything specific to the game, and Social Contract is everything with
       
   648 everybody, including the game.
       
   649 
       
   650 The lumpley Principle defines System by going /above/ it.
       
   651 
       
   652 thoughts?
       
   653 
       
   654 Chris
       
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   657 
       
   658 
       
   659 *efindel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=290>*
       
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   673 	
       
   674 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128301#msg128301>
       
   675 	*Wait, What Matters Again?
       
   676 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128301#msg128301>*
       
   677 
       
   678 « *Reply #8 on:* July 15, 2004, 08:53:13 AM »
       
   679 	
       
   680 
       
   681 ------------------------------------------------------------------------
       
   682 I have to disagree with Setting coming under System here.  The lP states
       
   683 that "System is the /means/ by which players /negotiate/ the contents of
       
   684 their shared imagined space."
       
   685 
       
   686 Setting is part of the contents -- but Setting in and of itself is not a
       
   687 /means/.  It is among the objects being manipulated.  Statements about
       
   688 the shared imaginative space are also not System -- they are not
       
   689 /negotiating/ anything, they are simply stating a point of view about
       
   690 what's there.
       
   691 
       
   692 So, going by this... the situation is a part of the shared imaginative
       
   693 space -- but it is not System.  The methods by which situation is
       
   694 decided, and the methods by which it affects other things -- those are
       
   695 System, but the situation itself is not.
       
   696 
       
   697 The fact that, say, a town exists in the setting is not System -- but
       
   698 the general social contract rule of "we do not contradict established
       
   699 fact about the setting" -- that /is/ System.  (Note, though, that it is
       
   700 by no means required -- e.g., in a game which takes place in dreams,
       
   701 contradicting established fact may be explicitly allowed.  It's nothing
       
   702 unusual to have a dream which starts in one place, but that suddenly
       
   703 turns into a completely different place halfway through, or to start
       
   704 with one person there with you, then have that turn into someone else,
       
   705 or disappear.)
       
   706 
       
   707 Finally, to bring in an analogy (bad idea, I know...), System is a set
       
   708 of functions.  The inputs to those functions are not necessarily System,
       
   709 and the outputs are not necessarily System (though they may form objects
       
   710 for other System functions to work on)... System is the things that are
       
   711 done with those inputs to produce those outputs.  Something like the
       
   712 players' current emtional state, to me, is an input -- it is not System
       
   713 in and of itself, but it is something which may affect what the System does.
       
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   716 
       
   717 
       
   718 *John Harper
       
   719 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1205>*
       
   720 Member
       
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   722 Posts: 612
       
   723 
       
   724 flip you for real
       
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   731 	
       
   732 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128304#msg128304>
       
   733 	*Wait, What Matters Again?
       
   734 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128304#msg128304>*
       
   735 
       
   736 « *Reply #9 on:* July 15, 2004, 09:16:26 AM »
       
   737 	
       
   738 
       
   739 ------------------------------------------------------------------------
       
   740 I gotta agree with efindel. Ben's first conclusion just doesn't work for
       
   741 me. I mean this bit:
       
   742 Quote
       
   743 I cannot imagine a single aspect of the act of role-playing that is not,
       
   744 in some regard, a part of System.
       
   745 
       
   746 This makes "system" mean "everything" and reduces the value of the term
       
   747 to zero as far as I can tell.
       
   748 
       
   749 Setting and Sitation are not part of System. There are two parts to the
       
   750 lumpley principle: /The *System* is the means by which players negotiate
       
   751 the contents of their *shared imagined space.*/ Emphasis mine. The two
       
   752 parts are System and SIS. One is acting on the other. Setting and
       
   753 Situation are part of the SIS. The /means/ by which the SIS is
       
   754 established... that's system.
       
   755 
       
   756 Attempting to converge these two into one big uber-definition of
       
   757 "system" seems to reduce the LP to this: "The System is the means by
       
   758 which players negotiate the contents of their System." Wha?
       
   759 System-as-process makes sense to me. System-as-entire-act-of-roleplaying
       
   760 does not.
       
   761 
       
   762 My lucky 20-sider is not process. The gaming table is not process. My
       
   763 emotional state is not process. All of those things can /affect/ the
       
   764 process, to be sure, but they are not the process itself. Let's not
       
   765 confuse the hammer and the boards for the act of nailing the boards
       
   766 together.
       
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   769 
       
   770 
       
   771 ------------------------------------------------------------------------
       
   772 The Mighty Atom <http://mightyatom.blogspot.com> -- My design blog for
       
   773 Danger Patrol, Stranger Things
       
   774 <http://www.onesevendesign.com/strangerthings> and other projects
       
   775 
       
   776 *John Kim
       
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   788 	
       
   789 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128332#msg128332>
       
   790 	*Wait, What Matters Again?
       
   791 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128332#msg128332>*
       
   792 
       
   793 « *Reply #10 on:* July 15, 2004, 12:27:23 PM »
       
   794 	
       
   795 
       
   796 ------------------------------------------------------------------------
       
   797 Quote from: John Harper
       
   798   This makes "system" mean "everything" and reduces the value of the
       
   799 term to zero as far as I can tell.
       
   800 
       
   801 Setting and Sitation are not part of System. There are two parts to the
       
   802 lumpley principle: /The *System* is the means by which players negotiate
       
   803 the contents of their *shared imagined space.*/ Emphasis mine. The two
       
   804 parts are System and SIS. One is acting on the other. Setting and
       
   805 Situation are part of the SIS. The /means/ by which the SIS is
       
   806 established... that's system.  
       
   807 
       
   808 In practice, though, this is a very fuzzy line to draw.  Most written
       
   809 RPG rules generally include things in the Shared Imaginary Space.  i.e.
       
   810 A rule might be "Fire Giants are immune to fire".  This is a written
       
   811 game rule, and it can be used to arbitrate disputes, but it is also a
       
   812 part of the Shared Imaginary Space.  As another example, try to separate
       
   813 out the Amber DRPG magic rules from magic in the Amber setting.
       
   814 
       
   815 So let's take an action.  i.e. A player says "I cast a fire bolt at the
       
   816 giant."  OK, so now the GM refers to the description in the rulebook.
       
   817  He sees the sentence which says they are immune.  The GM says "It has
       
   818 no effect."  Let's suppose the player is a little irritable that day and
       
   819 says "What the heck?  It should damage him."  The GM then cites the
       
   820 rulebook, the player agrees, and they move on.  
       
   821 
       
   822 Now, on the one hand, you can say that the system is not in the rules at
       
   823 all.  It is the process.  i.e. The system is "The GM and player talk and
       
   824 agree on what happens" -- while "Fire Giants are immune to fire" is just
       
   825 part of the Setting.  But this means that all or nearly all of system
       
   826 just reduces down to the participants agreeing.  
       
   827 
       
   828 Quote from: lumpley
       
   829   (Marco, John, there's a difference between Drift and by-the-rules
       
   830 customization.  Establishing a definition of Humanity in Sorcerer, for
       
   831 instance, or creating characters for most games, or choosing a Setting
       
   832 for the Pool, is customization, not Drift.  The vast majority of making
       
   833 towns, establishing situations, not killing orcs, that kind of stuff,
       
   834 similarly.  What's Drift and what's customization will vary
       
   835 /tremendously/ from ruleset to ruleset.  It seems so basic to me that I
       
   836 wonder why it's even a question.)  
       
   837 
       
   838 Right, that's what I was trying to say (although apparently not well).
       
   839  The exact same thing (i.e. designing a setting, for example), which is
       
   840 "Drift" for one system, is "customization" for another system.
       
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   843 
       
   844 
       
   845 ------------------------------------------------------------------------
       
   846 - John
       
   847 
       
   848 *John Harper
       
   849 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=1205>*
       
   850 Member
       
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   852 Posts: 612
       
   853 
       
   854 flip you for real
       
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   862 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128334#msg128334>
       
   863 	*Wait, What Matters Again?
       
   864 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128334#msg128334>*
       
   865 
       
   866 « *Reply #11 on:* July 15, 2004, 12:45:09 PM »
       
   867 	
       
   868 
       
   869 ------------------------------------------------------------------------
       
   870 Hmmm. I see where you're coming from, John. Based on the way I
       
   871 understand the term "System", this is what I make of your example.
       
   872 
       
   873 "Fire Giants are immune to fire" is a quality that Fire Giants have.
       
   874 Therefore, it's part of the Setting, which in turn is part of the SIS
       
   875 that the group is negotiating from moment to moment.
       
   876 
       
   877 The player says "I cast a fire bolt at the giant." Now System steps in.
       
   878 How do we determine what happens in the SIS now? According to your
       
   879 example, the system in place seems to be "The GM should look at the
       
   880 qualities of the target and see if it is immune to the attack. If so,
       
   881 the attack has no effect." In the example, the GM exercises this bit of
       
   882 system, and adjusts the SIS accordingly: "The bolt has no effect."
       
   883 
       
   884 System is the /process/ by which the GM made the judgement about
       
   885 immunities and their effects in play. If the player complains, simply
       
   886 pointing at the entry in the rulebook isn't quite sufficient. The book
       
   887 says Fire Giants are immune to fire. So what? The book isn't playing the
       
   888 game. The GM has to engage System in order to get this element of
       
   889 Setting into the SIS.
       
   890 
       
   891 Now, this example is less than ideal, becase the bit of System that gets
       
   892 used is something that is almost always unspoken in play and is almost
       
   893 never mentioned in the rules. D&D3E is the only game I can think of
       
   894 off-hand that bothers to actually have a written rule explaining what an
       
   895 immunity is and how it impacts play. For most groups this would just be
       
   896 "common sense."
       
   897 
       
   898 Nevertheless, choosing to apply a bit of Setting to a particular moment
       
   899 of play and /how/ to apply it and /why/ and who gets to say what...
       
   900 that's System. The Fire Giant's quality is used by the System but it is
       
   901 not the System itself.
       
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   904 
       
   905 
       
   906 ------------------------------------------------------------------------
       
   907 The Mighty Atom <http://mightyatom.blogspot.com> -- My design blog for
       
   908 Danger Patrol, Stranger Things
       
   909 <http://www.onesevendesign.com/strangerthings> and other projects
       
   910 
       
   911 *Marco <http://www.indie-rpgs.com/forum/index.php?action=profile;u=190>*
       
   912 Member
       
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   914 Posts: 1718
       
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   916 
       
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   922 	
       
   923 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128336#msg128336>
       
   924 	*Wait, What Matters Again?
       
   925 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128336#msg128336>*
       
   926 
       
   927 « *Reply #12 on:* July 15, 2004, 12:59:24 PM »
       
   928 	
       
   929 
       
   930 ------------------------------------------------------------------------
       
   931 Quote from: lumpley
       
   932 (Marco, John, there's a difference between Drift and by-the-rules
       
   933 customization.  Establishing a definition of Humanity in Sorcerer, for
       
   934 instance, or creating characters for most games, or choosing a Setting
       
   935 for the Pool, is customization, not Drift.  The vast majority of making
       
   936 towns, establishing situations, not killing orcs, that kind of stuff,
       
   937 similarly.  What's Drift and what's customization will vary
       
   938 /tremendously/ from ruleset to ruleset.  It seems so basic to me that I
       
   939 wonder why it's even a question.)
       
   940 
       
   941 -Vincent
       
   942 
       
   943 
       
   944 I wouldn't consider choosing humanity Drift. That /is/ pretty basic. But
       
   945 if I construct a town so there's none of element 'X' in the game and
       
   946 element 'X' is something that's mentioned in the rules is that Drift? Is
       
   947 it Drift if I play TRoS without a lot of attention given to Flaws?
       
   948 
       
   949 Where does one draw the line?
       
   950 
       
   951 Recently Ron says:
       
   952 Quote
       
   953 
       
   954 Easy #1. Maybe your group did Drift some. Is that so hard to imagine? If
       
   955 you and your group are very good at CA-Y, then you can get there by
       
   956 maximizing what the game can offer along those lines, no matter how
       
   957 meager, even if you still apply the other (bulk) of the text.
       
   958 
       
   959 That seems like he's saying some types of "by-the-book play" are in fact
       
   960 drift if the book doesn't specifically say what to emphasize or lessen.
       
   961 
       
   962 -Marco
       
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   965 
       
   966 
       
   967 ------------------------------------------------------------------------
       
   968 ---------------------------------------------
       
   969 JAGS (Just Another Gaming System)
       
   970 a free, high-quality, universal system at:
       
   971 http://www.jagsrpg.org
       
   972 *Just Released: JAGS Wonderland*
       
   973 
       
   974 *efindel <http://www.indie-rpgs.com/forum/index.php?action=profile;u=290>*
       
   975 Member
       
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   977 Posts: 141
       
   978 
       
   979 89087518
       
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   981 targaroth <aim:goim?screenname=targaroth&message=Hi.+Are+you+there?>
       
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   988 	
       
   989 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128344#msg128344>
       
   990 	*Wait, What Matters Again?
       
   991 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128344#msg128344>*
       
   992 
       
   993 « *Reply #13 on:* July 15, 2004, 02:06:43 PM »
       
   994 	
       
   995 
       
   996 ------------------------------------------------------------------------
       
   997 Quote from: John Kim
       
   998 
       
   999 So let's take an action. i.e. A player says "I cast a fire bolt at the
       
  1000 giant." OK, so now the GM refers to the description in the rulebook. He
       
  1001 sees the sentence which says they are immune. The GM says "It has no
       
  1002 effect." Let's suppose the player is a little irritable that day and
       
  1003 says "What the heck? It should damage him." The GM then cites the
       
  1004 rulebook, the player agrees, and they move on.
       
  1005  
       
  1006  Now, on the one hand, you can say that the system is not in the rules
       
  1007 at all. It is the process. i.e. The system is "The GM and player talk
       
  1008 and agree on what happens" -- while "Fire Giants are immune to fire" is
       
  1009 just part of the Setting. But this means that all or nearly all of
       
  1010 system just reduces down to the participants agreeing.
       
  1011 
       
  1012 
       
  1013 A note here -- D&D 3 uses the phrase "immune to" many times... but
       
  1014 doesn't really define what that means.  It's generally interpreted as
       
  1015 meaning "is not affected by".
       
  1016 
       
  1017 However... that's not the only possible interpretation, and other games
       
  1018 have Systems which give other interpretations.  For example, the old
       
  1019 Advanced Marvel Superheroes RPG stated that "immune to X" meant that the
       
  1020 character/being/whatever had "class 1000" resistance to that thing...
       
  1021 and thus, for example, something that was "immune to fire" could still
       
  1022 be burnt -- it just took the heat of a sun's heart or something similar
       
  1023 to do it.
       
  1024 
       
  1025 Mutants & Masterminds also formally defines "immune to",with its
       
  1026 "Immunity" feat -- there, it's defined to mean that the thing in
       
  1027 question cannot be harmed by the condition in question and automatically
       
  1028 makes saving throws or ability checks against it... /but/ actual
       
  1029 /attacks/ based on the thing in question still can hurt the thing, but
       
  1030 can only cause Stun damage, not Lethal.
       
  1031 
       
  1032 Lastly, one complaint often leveled against the Hero System is that
       
  1033 there is no simple, clean way to model "X is immune to fire" (or cold,
       
  1034 or electricity...) in it.  Any "immunity to fire" would have to be
       
  1035 defined in System terms as something like some large number of points of
       
  1036 Energy Defense with a Limitation of "only versus fire" (or Damage
       
  1037 Reduction only versus fire coupled with ED only versus fire, or there
       
  1038 are other alternative builds).  The exact System effect of "immune to
       
  1039 fire" would depend on how you built it.
       
  1040 
       
  1041 Thus, in each of these four games, the Setting fact "fire giants are
       
  1042 immune to fire" would mean different things -- because of the three
       
  1043 different Systems.
       
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  1046 
       
  1047 
       
  1048 *M. J. Young
       
  1049 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=712>*
       
  1050 Member
       
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  1052 Posts: 2121
       
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  1062 	
       
  1063 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128350#msg128350>
       
  1064 	*Wait, What Matters Again?
       
  1065 <http://www.indie-rpgs.com/forum/index.php?topic=12001.msg128350#msg128350>*
       
  1066 
       
  1067 « *Reply #14 on:* July 15, 2004, 03:35:57 PM »
       
  1068 	
       
  1069 
       
  1070 ------------------------------------------------------------------------
       
  1071 Dang, Ben. To quote an excellent movie, "Now you walk into a bar, and
       
  1072 sailors come running out."
       
  1073 
       
  1074 This idea seems to have popped up everywhere today. I'll call your
       
  1075 attention to my reply to Sean's thread
       
  1076 /http://www.indie-rpgs.com/viewtopic.php?t=12012 <"<a>">Setting as Part
       
  1077 of System/, and say see that for why I think that's correct, and perhaps
       
  1078 more helpfully /in what sense/ that is correct.
       
  1079 Quote from: John Kim
       
  1080 So here's the big question.  So creating new characters in Timelord is a
       
  1081 change to the system, just as much so as changing the resolution
       
  1082 mechanics.  But we commonly think that, say, creating a setting for The
       
  1083 Pool is not a change to system.  But that seems to make them unequal.  A
       
  1084 problem with "incoherence" as a design criteria is that the less that
       
  1085 you specify with a game, the less likely that parts will clash.
       
  1086 
       
  1087 Sort of. That is, that is correct as far as it goes, but it misses the
       
  1088 other side. At some point you create the potential for incoherence by
       
  1089 failing to provide sufficient information to inform play.
       
  1090 
       
  1091 Incoherent design means design that fosters incoherent play. In complex
       
  1092 design, this most commonly happens because rules prove to be
       
  1093 contradictory in what they encourage, and players develop their groups'
       
  1094 systems based on which rules fit their expectations for the game. If
       
  1095 players in the same group have different expectations based on
       
  1096 emphasizing and deemphasizing different rules in the text, incoherence
       
  1097 results from the conflicts in those expectations.
       
  1098 
       
  1099 It is less common but just as plausible for incoherence to result from a
       
  1100 failure to provide sufficient information to inform play. If after
       
  1101 reading the rules I don't actually know what it is you expect of a game,
       
  1102 and the rules as writ are insufficient to cause that to occur if I
       
  1103 follow them, then I'm going to start "filling in the gaps" with what "I
       
  1104 think" the designer intended. This, too, can create incoherence, if in
       
  1105 the absence of sufficient directive we have different ideas of what the
       
  1106 designer intended, and in structuring what we think was intended we
       
  1107 create conflicting systems from the same minimalist rules.
       
  1108 
       
  1109 Rules heavy systems, detailed and expansive packages, don't necessarily
       
  1110 lead to incoherence, as long as that which is provided works together
       
  1111 correctly. Rules light systems and systems without setting don't
       
  1112 necessarily lead to incoherence as long as there is sufficient guidance
       
  1113 to point to the way the game is played. I hope Multiverser is an example
       
  1114 of success in the former category; I think Universalis is a success in
       
  1115 the latter.
       
  1116 
       
  1117 --M. J. Young
       
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  1120 
       
  1121 
       
  1122 ------------------------------------------------------------------------
       
  1123 Check out /Multiverser <http://www.mjyoung.net/publish/>/
       
  1124 M. J. Young Net <http://www.mjyoung.net/>
       
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