references/theory101-01.txt
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     6     Theory 101: System and the Shared Imagined Space
       
     7 
       
     8 *By M. Joseph Young*
       
     9 
       
    10 	
       
    11 
       
    12 Not very long ago on a list I frequent, someone teased that they were a
       
    13 freeformer and as such did not use any system at all. I rather boldly
       
    14 responded, explaining in some detail what system is and does, and why
       
    15 freeform uses as much system as any other game, whether /Theatrix/ or
       
    16 /Fudge/ or /Rolemaster/. Someone else posted to the list, saying that my
       
    17 explanation of how role playing games work was rather depressing to him,
       
    18 and took a lot of the fun out of it.
       
    19 
       
    20 I'd never thought of that. Some people really don't want to know what
       
    21 makes role playing games work; they just want to play and have fun. It's
       
    22 like seeing what happens behind the curtain. Not everyone wants to know
       
    23 how the magician does his tricks.
       
    24 
       
    25 I can see that, to some degree. /Clash of the Titans/ is a wondrous
       
    26 adventure to someone who has no idea how it was done. Understanding Ray
       
    27 Harryhausen's use of stop-action miniatures may be fascinating for some
       
    28 of us, but it does take something out of the awe of watching the movie
       
    29 to see not the massive Gorgon rising from the deep but a twelve inch
       
    30 model superimposed into the scene. In the same way, some people love
       
    31 looking under the hood, as it were, of the games we play, understanding
       
    32 what they do and how they do it, while others just want to go for a
       
    33 ride. If you wanted to /make/ a movie, you would probably need to
       
    34 understand how such things are made; if you just want to enjoy watching
       
    35 one, it might be more fun to see the finished product without knowing
       
    36 how it was achieved. So too understanding how games work in fundamental
       
    37 ways may interfere with the fun of playing them for some people, but
       
    38 it's absolutely essential to knowing how to design them.
       
    39 
       
    40 If you don't want to know how role playing games really work, it's time
       
    41 to stop reading. There is absolutely no shame in not wanting to know the
       
    42 theory, of wanting to watch the magician saw the woman in half with no
       
    43 idea how the illusion works. We'll be looking behind the curtain at how
       
    44 these things are done, and why they work the way they do. If that
       
    45 interests you, read on.
       
    46 
       
    47 At the moment, a great deal of the most valuable role playing game
       
    48 theory is being done through an Internet web site forum called The Forge
       
    49 <http://www.indie-rpgs.com/>.Game designers there are building on the
       
    50 work of others, and theorists elsewhere such as northern Europe's Turku
       
    51 school of LARP designers <http://users.utu.fi/mijupo/turku/> have found
       
    52 their way there to participate in those discussions.The theoretical work
       
    53 is driven by the belief that better understanding of the theory will
       
    54 produce better games.Most of what is going to be presented in this
       
    55 series originated there or was expanded there.
       
    56 
       
    57 The concept that has emerged as possibly the single unifying and
       
    58 distinguishing feature of role playing games is that of the *Shared
       
    59 Imagined Space*. In essence, any group of players is making an effort to
       
    60 imagine the same events occurring in the same imagined setting. Of
       
    61 course, there are some discrepancies between individual images of this,
       
    62 but overall the game is able to proceed because there is a common
       
    63 understanding of what is happening, a shared agreement of the events of
       
    64 the game.
       
    65 
       
    66 Sometimes people challenge whether this shared imagined space actually
       
    67 exists. The easiest way to see that it is so is to consider what it
       
    68 would be like otherwise. Suddenly Bob's character is trying to out-draw
       
    69 Dead-Eye-Dan in the streets of Laredo while Ann is piloting her
       
    70 spaceship through the asteroid field and calling on Bob to target the
       
    71 pursuing enemy, while Jim sees them all attacking a dragon. While that
       
    72 starts to sound a bit like playing /Multiverser/, the fact is that even
       
    73 in that game there is a shared imagined space, an agreed set of events
       
    74 and setting elements and character actions which interact, although
       
    75 frequently on multiple stages. If we do not have that agreement, then we
       
    76 are not really playing together.
       
    77 
       
    78 How we come to that agreement is the heart of the concept of *system*.
       
    79 Vincent Baker <http://www.septemberquestion.org/lumpley/lumpley.html>,
       
    80 author of such innovative games as /Kill Puppies for Satan/, /Dogs in
       
    81 the Vineyard/, /Animals at Night/, and /Matchmaker/, is credited with
       
    82 first recognizing and stating what has become known as the *Lumpley
       
    83 Principle*: System is the means by which any group of players comes to
       
    84 agreement concerning the content of the shared imagined space.
       
    85 
       
    86 This principle is the reason freeform and Rolemaster ultimately have the
       
    87 same "amount" of system. In play, someone at the table makes a
       
    88 statement, system is then applied by the minds of the participants, and
       
    89 a consensus is reached as to how this has changed the content of what is
       
    90 being imagined. How it does that is different in the details with a
       
    91 mechanically complicated game such as Rolemaster as compared with a
       
    92 completely socially driven freeform game (a different kind of
       
    93 complexity), but in the essentials they are the same.
       
    94 
       
    95 What system does, fundamentally, is apportion *credibility*. That is, it
       
    96 provides the participants with the means necessary to gauge who has the
       
    97 right to make what statements about the shared imagined space, and who
       
    98 does not.
       
    99 
       
   100 For example, in traditional games, those participants we tend to call
       
   101 the players (or the "character players" for the sake of clarity) have
       
   102 the credibility to say what actions their characters are taking and what
       
   103 words they say. The one player responsible for "everything else", whom
       
   104 we will here call the referee but who has many names in many games, has
       
   105 the credibility to determine the success or failure of such actions and
       
   106 the consequences, the actions of antagonists and adversaries, and the
       
   107 general shape and situation in the world. We call this credibility
       
   108 because we all agree to believe statements made by these participants
       
   109 when those statements are within the extent of their credibility. We
       
   110 believe that what a player says about his character is true within the
       
   111 image we share, and that what the referee says about everything else is
       
   112 true. These are thus credible statements. Although there are exceptions
       
   113 even in traditional games, the limits on credibility usually follow
       
   114 these lines rather closely. A player could not say, "Suddenly I see a
       
   115 door to the right I had not previously noticed, and finding it unlocked
       
   116 rush through it to safety." Similarly, a referee could not normally say,
       
   117 "Your character draws his sword and rushes forward to attack the huge
       
   118 ancient red dragon." A player character who announced the presence of a
       
   119 door would in most games be ignored, as he does not have the credibility
       
   120 to insert such doors in the shared imagined world. Sometimes a referee
       
   121 can get away with statements of player character actions, but the
       
   122 players will expect that there is a good reason why under this
       
   123 circumstance the referee is claiming the credibility to make such a
       
   124 statement, and in many groups the statement will be openly challenged
       
   125 for that explanation.
       
   126 
       
   127 Once this is understood, it becomes possible to change the way
       
   128 credibility is apportioned.For example, /Universalis
       
   129 <http://ramshead.indie-rpgs.com/>/ eliminates the referee entirely and
       
   130 instead provides a resource system through which players bid for control
       
   131 of what happens.Numerous other independent games allow players to create
       
   132 problems for themselves and for each other.
       
   133 
       
   134 As part of this, it has become clear that the referee is one of the
       
   135 players. His role in the game is different from the others, but it is a
       
   136 role that can be defined by the game rules in many different ways.
       
   137 Changing what the referee does, distributing aspects of that credibility
       
   138 in different ways, has led to many challenging ideas in game design. We
       
   139 also see that game play is an essentially social activity, built
       
   140 entirely on defining the relationships between the members of the group
       
   141 such that they know what to believe of what the others say and what they
       
   142 are entitled to say themselves. Thus a role playing game system is a set
       
   143 of specific modifications to the social contract of a group of friends,
       
   144 a sort of ritual in which they engage that has the specific function of
       
   145 creating this object of shared imagination. It is a means of relating to
       
   146 each other toward that end.
       
   147 
       
   148 In attempting to categorize different ways of distributing credibility,
       
   149 Ron Edwards <http://www.adept-press.com/> has put forward the concept of
       
   150 *Stance*.The author of many games of which /Sorcerer/, /Trollbabe/, and
       
   151 /Elfs/ are the best known, Professor Edwards received the Diana Jones
       
   152 Award <http://www.dianajonesaward.org/> for his contributions to game
       
   153 design.Stance refers to the relationship between a player, his
       
   154 character, and the rest of the shared imagined space, and provides
       
   155 general categories within which specifics may vary from game to game or
       
   156 group to group.The four major stances are Pawn, Actor, Author, and
       
   157 Director.
       
   158 
       
   159 Pawn stance is rather simple to understand. The character is a token
       
   160 used by the player to act within the game world. Like a /Monopoly/ or
       
   161 /Parchessi/ piece, no one cares whether the actions of the character
       
   162 make sense. What matters is that the character does what the player
       
   163 wants within the world.
       
   164 
       
   165 Actor stance approaches the world solely through the character, but also
       
   166 solely through the character's perceived desires and personality. This
       
   167 is the approach to play in which much depends on what the player
       
   168 believes the character would "really" do, if he were a real person in
       
   169 that situation, and is closely associated with the concepts most people
       
   170 call immersion. Actor stance springs from the perceptions and thoughts
       
   171 attributed to the character, and limits the player's credibility to
       
   172 control over that character and the impact that character can
       
   173 realistically have in the world.
       
   174 
       
   175 Author stance is in some ways a complicated fusion between Actor and
       
   176 Pawn. In this case, the player is still controlling the character only;
       
   177 however, the player is permitted and even expected to use his own
       
   178 knowledge and desires in making character decisions, while at the same
       
   179 time providing justification after the fact for why this is what the
       
   180 character would have done. For example, we have the brash uncouth
       
   181 fighter who is always getting in brawls, but suddenly the player decides
       
   182 that he wants play to move toward an alliance between the fighter and a
       
   183 particular non-player nobleman, so when they meet he chooses not to
       
   184 fight even though everyone expected him to do so. He justifies this by
       
   185 stating that his character was for once impressed by someone of noble
       
   186 bearing, or that the character was suddenly smitten by the Duke's lovely
       
   187 daughter and so out of character at that moment. What matters here is
       
   188 that the player is allowing his own knowledge and desires control the
       
   189 direction the story takes, but is doing so by controlling his character
       
   190 and creating reasons for the character to have done what the player
       
   191 wished. It is thus like Actor stance to the degree that the player
       
   192 controls only his character and does so in a way that preserves
       
   193 character integrity, but like Pawn stance in that the player uses the
       
   194 character to accomplish player goals, not character goals, to the degree
       
   195 that these differ.
       
   196 
       
   197 Director stance is fairly simple to understand but shocking to accept by
       
   198 most players. It means that the character players have credibility to
       
   199 create bits in the shared imagined space that are outside the control of
       
   200 their characters. In essence, it gives a great deal of credibility
       
   201 traditionally reserved for the referee to the other players. Yet it is
       
   202 something that nearly all role players have used to some degree.
       
   203 
       
   204 Imagine for a moment that a player character has just entered a room.
       
   205 The referee states that it looks like a woman's bedroom. The player then
       
   206 says that his character will move to the dresser and examine the
       
   207 knick-knacks on it. Note that the referee never stated there was a
       
   208 dresser, or that there was anything on it; the player made the
       
   209 assumption that a woman's bedroom would have a dresser, and that a
       
   210 woman's dresser would have something sitting atop it that was
       
   211 decorative. He then made the assertion incidentally that such things
       
   212 existed, and requested more information about them. That is a very
       
   213 limited example of director stance. The majority of games would extend
       
   214 sufficient credibility to the player to make such statements. If the
       
   215 player did not have that much credibility, he would have to ask whether
       
   216 there was a dresser, whether there was anything on the dresser, and
       
   217 possibly whether there was anything preventing him from moving to the
       
   218 dresser to get a better look, in each case awaiting confirmation by the
       
   219 referee, who is the only person with the credibility to place such
       
   220 objects in the shared imagined space. Going the other direction, a
       
   221 player with more credibility might state that he was opening the top
       
   222 drawer, rifling through the lady's undergarments, and finding a wrapped
       
   223 packet of correspondence that looked like it might be love letters,
       
   224 which he pockets for future examination. Again, none of that is in the
       
   225 referee's statement of the contents of the room, but a player might have
       
   226 sufficient credibility to create those elements, as they are consistent
       
   227 with what is given.
       
   228 
       
   229 Given sufficient credibility, a player could create the side door
       
   230 through which he escapes. That is the concept of director stance.
       
   231 Referees do it all the time, but there is no inherent reason why players
       
   232 could not do it.
       
   233 
       
   234 It should be said that there is no right or wrong stance, no better or
       
   235 worse way to play. There are only individual preferences of how to do
       
   236 things and practical considerations in how to make any particular game
       
   237 work. All of these stances are the right choice for some type of role
       
   238 playing game. It might or might not be a type you would enjoy, but
       
   239 people do enjoy playing in games that do these various things.
       
   240 
       
   241 Of course, if system is all about apportioning credibility, what then
       
   242 are rules? Are the baker's dozen books of /Original Advanced Dungeons &
       
   243 Dragons/ completely meaningless? Is there no difference at all between
       
   244 /Aftermath/ and /Amber Diceless/? Are those who work to create new games
       
   245 wasting their efforts in view of the fact that the rules in the book are
       
   246 not the system?
       
   247 
       
   248 The relationship between rules and system took some time to develop, and
       
   249 is difficult to understand. Rules have *authority*, or perhaps more
       
   250 precisely are authorities. They are authorities in the same sense that
       
   251 case law is an authority for courts, or that scriptures are authorities
       
   252 for religions: the people involved refer to these and invoke them in
       
   253 support of their statements, and so increase the credibility of those
       
   254 statements.
       
   255 
       
   256 Thus for example a player running a ranger in /Dungeons & Dragons/ might
       
   257 say that his character was going to use his tracking ability to identify
       
   258 which way the opponent went. Probably this would be accepted as within
       
   259 the credibility of the player. However, if the referee were unaware that
       
   260 the ranger had tracking skill, the player could point to the section of
       
   261 the rules in which tracking skill is identified and explained and so
       
   262 give credibility to his stated action.
       
   263 
       
   264 Note that rules do not have credibility. They cannot make statements of
       
   265 themselves, but must be cited by a person with credibility. Further, the
       
   266 authority of the rules is subject to the credibility of persons involved
       
   267 in the game. Can the ranger track an opponent across the ocean floor?
       
   268 Someone has the credibility to decide whether the rules apply, and how
       
   269 they are to be understood. There may be a rule somewhere in the books
       
   270 that covers this situation, but if no one uses it, it is not part of the
       
   271 system, as it does not influence what is mutually imagined.
       
   272 
       
   273 Once we recognize that rules are authorities used to support the
       
   274 credibility of statements made by people, it is a short step to realize
       
   275 that everything else outside the minds and statements of the people is
       
   276 at best another authority. The dice are not part of the system, but
       
   277 rather an authority to which someone appeals in determining an outcome.
       
   278 Whether the referee can ignore the dice or not is part of the system;
       
   279 whether the players can force him to follow the dice is part of the
       
   280 system; but in using the dice, we are appealing to the authority of the
       
   281 dice. This applies also to charts and tables, character papers, world
       
   282 descriptions, modules and supplements, and the wealth of other
       
   283 informational supports we use in play. We are using the real system of
       
   284 the game whenever we decide what happens in our imagined reality; if we
       
   285 use dice, or charts, or ability scores, or skill ratings, we are
       
   286 appealing to authority to support those decisions, but it is still
       
   287 always we the players who decide.
       
   288 
       
   289 In the end, a role playing game is a conversation between a group of
       
   290 people in which they describe to each other certain imagined events that
       
   291 they create as they describe them. Everything else that we see as part
       
   292 of the game exists to support that activity, and to determine whose
       
   293 statements about what happens will be accepted by everyone.
       
   294 
       
   295 If your reaction to that is, /Is that all there is?/ you have my
       
   296 condolences. In a sense, yes, that is all there is. However, that is the
       
   297 most powerful secret of game design that has yet been uncovered, and to
       
   298 the degree that you can understand, support, and exploit this central
       
   299 concept, you can design or play a great game.
       
   300 
       
   301 ------------------------------------------------------------------------
       
   302 
       
   303 /M. Joseph Young is author game books and novels for Multiverser: The
       
   304 Game <http://www.mjyoung.net/publish>, and a prolific contributor to
       
   305 role playing game literature. Among his online work is his long-running
       
   306 /Game Ideas /Un/limited/ series at Gaming Outpost
       
   307 <http://www.gamingoutpost.com/>, /Faith and Gaming/ series in the
       
   308 Chaplain's corner of The Christian Gamers Guild
       
   309 <http://www.geocities.com/christian_gamers_guild/>, and the three-part
       
   310 /Law and Enforcement in Imaginary Realms/ in this e-zine, beginning with
       
   311 /The Source of Law <http://ptgptb.humbug.org.au/0009/law01.html>/ in
       
   312 issue nine./
       
   313 
       
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