references/gamism_step_on_up.txt
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+    Gamism: Step On Up
+    by [8]Ron Edwards
+
+    I owe thanks to Clinton R. Nixon, Rob MacDougall, Gareth Martin, Mike
+    Holmes, Gordon R. Landis, Ralph Mazza, Jonathan Walton, Paul Czege,
+    Jared A. Sorensen, Grant Gigee, Christopher Kubasik, Jake Norwood, and
+    Peter Adkison for their comments on the draft version of the manuscript.
+    All errors, misattributions, inconsistencies, whatever, are mine.
+
+    This is the second of three essays on the three modes of role-playing
+    collectively referred to as GNS, as presented in my essay [9]GNS and
+    related matters of role-playing theory. The first of the three "support"
+    essays was [10]Simulationism: the right to dream. These essays' purposes
+    are to clarify many aspects of their parent essay, to present the ideas
+    that have always awaited a more general understanding of my basic
+    points, and also to refine and develop the concepts based on the years
+    of discussion and input from others at the Gaming Outpost, RPG.net, and
+    the Forge.
+
+    This one's about Gamist play.
+
+    Gamism was originally identified in the RFGA Threefold Model of
+    role-playing styles, and I think from its first mention, nearly everyone
+    has said, "Oh, yeah, Gamism," with little debate about its qualities.
+    Moving through my own reconstructions of the Threefold into GNS, whether
+    early or late, and through the GENder model proposed by the Scarlet
+    Jester, both Gamist play as an activity and people's instant, easy
+    acceptance of its category have received little attention. Apparently,
+    one just knows it upon sight.
+
+    But do we really? References to Gamism tend to be dismissive,
+    superficial, and often backhanded ("except for the Gamists," "my inner
+    Gamist," etc). With respect to the members of the RFGA discussion group,
+    I think they categorized Gamist play mainly in order to sweep it out of
+    the realm of further dialogue, in order to concentrate on issues that I
+    would now primarily identify within Simulationist play. I also think
+    that most, although not all, subsequent discussion has been similar. Yet
+    that exceptional bit, here and there over several forums, indicates far
+    less consensus out there than might have been expected or assumed.
+
+    I'm going for a real look at the category for its own sake. In some ways
+    I'm kind of a case study of the problem, but I hope also part of the
+    solution as well; my own views have changed immensely since I referred
+    to Gamist players as "space aliens" years ago on the Gaming Outpost.
+
+    Here's what I wrote for my big and admittedly dry essay, "GNS and
+    related matters of role-playing theory":
+
+      Gamism is expressed by competition among participants (the real
+      people); it includes victory and loss conditions for characters, both
+      short-term and long-term, that reflect on the people's actual play
+      strategies. The listed elements [Character, Setting, Situation,
+      System, Color] provide an arena for the competition.
+
+    And this needs revising for several reasons. First, "among the
+    participants" is too vague, at least from the standpoint of most
+    readers. I was thinking of anyone involved in the play of the game,
+    permitting just who competes with whom to be customized, but most people
+    seem to think I mean "players" in the widely-used, non-GM sense, and
+    object to that. Second, the term "competition" gets right up people's
+    noses. Lots of terms have cropped up: Struggle, Striving, Challenge, and
+    more. Some of that debate seems to be procedural, some of it
+    ideological, and some of it social. Although I can't hope for unilateral
+    agreement about the fundamentals of Gamist play, I think I've managed to
+    figure out where all of the consternation - and the hot emotions
+    underlying it - comes from. It's not merely semantic. I hope this essay
+    manages to clear up any confusions about my position on the matter and
+    perhaps manages to set a better basis for continued debate.
+
+    Some threads to check out include: [11]Gamism and Premise, [12]Gamism is
+    not competition{/url], [13]All out for Gamism, and [14]Getting in touch
+    with our inner Gamist. They include plenty of good points, but, my own
+    posts included, I think they mainly illustrate the problems involved
+    rather than offer anything concrete.
+
+    So the first step is to renounce a judgmental and dismissive approach
+    about "those awful Gamists." The second is to renounce the
+    less-judgmental but equally-dismissive "those Gamists" attitude, which
+    might be called the NIMBY view. And then, finally, to renounce the sort
+    of guilty-liberal, halting, apologetic defensive line as well. Just
+    bouncing among these, without ever coming to grips with the actual
+    phenomenon itself, is enough to fill a few dozen thread-pages within
+    days, so it's time to put all that aside and focus.
+
+    Every reader of the first draft wanted me to define Gamist play right
+    here, in this spot. I refused, to the wrath of Lit-101 teachers
+    everywhere. You gotta go through the next sections to get there.
+
+    Back to Exploration
+    Just as in the Simulationism essay, I'll start by considering the big
+    picture in which GNS issues are embedded. It might be written out like
+    this in a Venn diagram:
+
+    [Social Contract [Exploration [GNS [rules [techniques [Stances]]]]]]
+
+    Every inner "box" is an expression or realization of the box(es) it's
+    nested in. For example, Exploration is a kind of Social Contract, and a
+    given GNS mode is a kind (specifically, an application) of Exploration.
+
+     1. Everything occurs embedded in the Social Contract, which includes
+        many things about play and not-play, especially the Balance of
+        Power.
+     2. Exploration is the primary act of role-playing, composed of five
+        parts with some causal relationships among them.
+     3. The "modes" of play (because they have to be expressed via
+        communication and play itself, not just "felt") are currently best
+        described as Gamist, Simulationist, or Narrativist play. Play (as
+        opposed merely to hanging out with friends) cannot occur without
+        such an agenda. I'm now using the term "creative agenda" to refer to
+        the three modes as a concept, replacing the small-p "premise" term
+        in the older essay.
+     4. Techniques of play include many different relationships among rules,
+        people's decisions, announcements, and similar. "System" (or rather
+        textual system) interacts with Techniques all the time, in terms of
+        things like Currency, Resolution (including DFK, IIEE; see
+        Glossary), and Reward systems. Which of these is inner or outer is
+        debatable and probably variable, although I've diagrammed it in
+        keeping with the idea that techniques are applied within a framework
+        of rules. In keeping with the Venn concept, techniques are local
+        expressions of Social Contract, Exploration, and GNS modes, just as
+        rules are.
+     5. Actual play shifts quickly among Stances. Stances, unsurprisingly,
+        are very local applications of rules and techniques, all in the
+        service of Exploration and the larger-scale GNS mode in action.
+
+    So to talk about any GNS category, the place to start is that box.
+    Exploration is composed of five elements, no sweat: Character, Setting,
+    Situation, System, and Color ... but it's not a hydra with five equal
+    heads. These things have creative and specific dependencies among one
+    another, and now's the time to reveal a filthy secret about them.
+
+    It's this: Situation is the center. Situation is the imaginative-thing
+    we experience during play. Character and Setting are components that
+    produce it, System is what Situation does, and Color can hardly be done
+    without all this in place to, well, to color. Situation is the 400-lb
+    gorilla of the five elements, or, if you will, the central node. It's
+    central regardless of how much attention it's receiving relative to the
+    other components.
+
+    Gamist play, more than any other mode, demands that Situation be not
+    only central, but also the primary focus of attention. You want to play
+    Gamist? Then don't piss about with Character and/or Setting without
+    Situation happening, or about to.
+
+    The definition at last
+    A few paragraphs back, I promised a definition for Gamism and here it
+    is. It operates at two levels: the real, social people and the
+    imaginative, in-game situation.
+
+     1. The players, armed with their understanding of the game and their
+        strategic acumen, have to Step On Up. Step On Up requires
+        strategizing, guts, and performance from the real people in the real
+        world. This is the inherent "meaning" or agenda of Gamist play
+        (analogous to the Dream in Simulationist play).
+
+        Gamist play, socially speaking, demands performance with risk,
+        conducted and perceived by the people at the table. What's actually
+        at risk can vary - for this level, though, it must be a social,
+        real-people thing, usually a minor amount of recognition or esteem.
+        The commitment to, or willingness to accept this risk is the key -
+        it's analogous to committing to the sincerity of The Dream for
+        Simulationist play. This is the whole core of the essay, that such a
+        commitment is fun and perfectly viable for role-playing, just as
+        it's viable for nearly any other sphere of human activity.
+     2. The in-game characters, armed with their skills, priorities, and so
+        on, have to face a Challenge, which is to say, a specific Situation
+        in the imaginary game-world. Challenge is about the strategizing,
+        guts, and performance of the characters in this imaginary
+        game-world.
+
+        For the characters, it's a risky situation in the game-world; in
+        addition to that all-important risk, it can be as fabulous,
+        elaborate, and thematic as any other sort of role-playing. Challenge
+        is merely plain old Situation - it only gets a new name because of
+        the necessary attention it must receive in Gamist play. Strategizing
+        in and among the Challenge is the material, or arena, for whatever
+        brand of Step On Up is operating.
+
+    Gamist play and design is very diverse, partly due to the relative
+    emphases of these two layers, as well as how they are best met in that
+    particular game. At the crudest lens-setting, one can contrast those who
+    emphasize Challenge and drop the Step On Up to a faint roar, as opposed
+    to those who diminish the Challenge - it's always there, though - and
+    focus on the Step On Up.
+
+    Terms 'til you squeak
+    The game to the Gamist
+    What does "game" mean, anyway? Wouldn't that be good to know before
+    talking about Game-ist? As it turns out, not really, no more than
+    "simulation" helps with discussing Simulationist play. The term "game"
+    is good enough for our purposes (as a root for the "ist"), but not
+    especially rigorous or interesting. So many different things get called
+    games that it's hardly worth considering a blanket definition. To call
+    all of role-playing a "game," the term must be so broadly defined that
+    it excludes any agenda beyond socializing.
+
+    There's one specific aspect of the term that needs some scrutiny, though
+    - its judgmental content. Phrases like "It's a game," or better, "It's
+    just a game," or, "It's the game" illustrate that the term tells us
+    nothing; the meaning lies in the inflection. The phrase might be saying
+    that "it" is utterly trivial: "it's just a game." Or it might be saying
+    that "it" demands our constant and committed attention: "that's the
+    game."
+
+    So, I think more sensibly, it's good to look inside Gamism to see the
+    game there - what is it? It's a recreational, social activity, in which
+    one faces circumstances of risk - but neither life-threatening nor of
+    any other great material consequence. All that's on the line is some
+    esteem, probably fleeting, enough to enjoy risking and no more. Think of
+    a poker game among friends with very minor stakes, or a neighborhood
+    pickup basketball game. Taking away the small change or the
+    score-counting would take away a lot of the fun, because they help to
+    track or prompt the minor esteem ups-and-downs. This is Step On Up. It
+    is "just a game," yes, but "it's the game," too.
+
+    With any luck, now that I'm claiming two things are being labeled rather
+    than one, perhaps some of the debate about the label in question can
+    settle down. At the Step On Up level, what's at stake? A bit of esteem,
+    as stated above. But what about? Here's point #1: what's really at stake
+    can be totally overt (the basketball score), or it can nonverbal or
+    otherwise subtle (who sinks the best single hoop, regardless of which
+    team wins). All that matters is that it must exist embedded in the
+    real-life social interaction.
+
+    Think of the following:
+
+      * how performance is assessed, including a range of severity for
+        joshing, praise, and criticism
+      * the parameters of engagement - rules you do not break, in order to
+        enjoy playing changes in the field of play, whether in space or
+        time, making it impossible to stay with a single approach
+
+    The competition boogeyman
+    Competition is best understood as a productive add-on to Gamist play.
+    Such play is fundamentally cooperative, but may include competition.
+    That's not a contradiction: I'm using exactly the same logic as might be
+    found at the poker and basketball games. You can't compete, socially,
+    without an agreed-upon venue. If the cooperation's details are
+    acceptable to everyone, then the competition within it can be quite
+    fierce.
+
+    Role-playing texts never get this straight. For them, it's always either
+    competition or cooperation, one-other, push-pull, and often nonsensical.
+    The following is from Fantasy Earth, Basic Rules (1994, Zody Games,
+    author is Michael S. Zody):
+
+      ... while board games and wargames have winners and losers,
+      role-playing games do not. Rather than being competitive, role-playing
+      games are cooperative. The players all work together and win and lose
+      as a team.
+
+    I consider the above text to be inherently contradictory. Versions of it
+    can be found in quite a few role-playing games, especially those with
+    fantasy settings and a fairly high risk of character death.
+
+    So what is all this competition business about? It concerns conflict of
+    interest. If person A's performance is only maximized by driving down
+    another's performance, then competition is present. In Gamist play, this
+    is not required - but it is very often part of the picture. Competition
+    gives both Step On Up and Challenge a whole new feel - a bite.
+
+    How does conflict of interest relate to Step On Up and to Challenge? The
+    crucial answer is that it may be present twice, independently, within
+    the two-level structure.
+
+      * Competition at the Step On Up level = conflict of interest regarding
+        players' performance and impact on the game-world.
+      * Competition at the Challenge level = conflict of interest among
+        characters' priorities (survival, resource accumulation, whatever)
+        in the game-world.
+
+    Think of each level having a little red dial, from 1 to 11 - and those
+    dials can be twisted independently. Therefore, four extremes of
+    dial-twisting may be compared.
+
+     1. High competition in Step On Up plus low competition in Challenge =
+        entirely team-based play, party style against a shared Challenge,
+        but with value placed on some other metric of winning among the real
+        people, such as levelling-up faster, having the best stuff, having
+        one's player-characters be killed less often, getting more Victory
+        Points, or some such thing. Most Tunnels & Trolls play is like this.
+     2. Low competition in Step On Up plus high competition in Challenge =
+        characters are constantly scheming on one another or perhaps openly
+        trying to kill or outdo another but the players aren't especially
+        competing, because consequences to the player are low per unit
+        win/loss. Kobolds Ate My Baby and the related game, Ninja Burger,
+        play this way.
+     3. High competition in both levels = moving toward the Hard Core (see
+        below), including strong rules-manipulation, often observed in
+        variants of Dungeons & Dragons as well in much LARP play. A risky
+        way to play, but plenty of fun if you have a well-designed system
+        like Rune.
+     4. Low competition in both levels = strong focus on Step On Up and
+        Challenge but with little need for conflict-of-interest. Quite a bit
+        of D&D based on story-heavy published scenarios plays this way. It
+        shares some features with "characters face problem" Simulationist
+        play, with the addition of a performance metric of some kind. Some
+        T&T play Drifted this way as well, judging by many Sorcerer's
+        Apprentice articles.
+
+    Things get more complex than this, because different roles for GM and
+    players lead to combinations of the above categories within a single
+    game. For instance, players can cooperate as a party and compete with
+    the GM, for instance, given a rules-set that limits GM options (a
+    combination of #1 and #2). This shouldn't be confused with cooperating
+    with one another, cooperating with the GM, and competing against the
+    GM's characters (#4).
+
+    Reality check
+    I might as well get this over with now: the phrase "Role-playing games
+    are not about winning" is the most widespread example of synecdoche in
+    the hobby. Potential Gamist responses, and I think appropriately,
+    include:
+    "Eat me,"
+    (upon winning) "I win," and
+    "C'mon, let's play without these morons."
+
+    I'm defining "winning" as positive assessment at the Step On Up level.
+    It even applies when little or no competition is going on. It applies
+    even when the win-condition is fleeting. Even if it's unstated. Even if
+    it's no big deal. Without it, and if it's not the priority of play, then
+    no Gamism.
+
+    Textually, so many games say "it's not about winning" and then
+    immediately provide extremely clear win/loss parameters for play.
+    Sometimes I think it's because people believe that players are
+    inherently Gamist and have to be appeased in some way. This uneasy
+    waffling or endless qualifying shows up most often in fantasy games
+    whose authors would like play to be about something else, but just can't
+    quite believe that players would agree.
+
+    From the introduction to RuneQuest, second edition (The Chaosium, 1978,
+    1979, 1980; specific author for this text unknown; game authors are
+    Steve Perrin, Ray Turney, Steve Henderson, and Warren James):
+
+      The title of the game, RuneQuest, describes its goal. The player
+      creates one or more characters, known as adventurers, and playes them
+      in various scenarios, designed by a Referee. The Adventurer has the
+      use of combat, magic, and other skills, and treasure. The Referee has
+      the use of assorted monsters, traps, and his own wicked imagination to
+      keep the Adventurer from his goal within the rules of the game. A
+      surviving Adventurer gains experience in fighting, magic, and other
+      skills, as well as money to purchase further training.
+
+    Now all that's pretty Gamist stuff of a late 1970s vintage, right? Get
+    this, which follows immediately:
+
+      The adventurer progresses in this way until he is so proficient that
+      he comes to the attention of the High Priests, sages, and gods. At
+      this point he has the option to join a Rune Cult. Joining such a cult
+      gives him many advantages, not the least of which is aid from the god
+      of the cult.
+
+      Acquiring a Rune by joining such a cult is the goal of the game, for
+      only in gathering a Rune may a character take the next step, up into
+      the ranks of Hero, and perhaps Superhero.
+
+    All right, that bit about joining cults still seems kind of Gamist,
+    right? About getting more effective and so on? Great ... except that the
+    GM controls the High Priests and sages. Why would he, whose job was just
+    stated to be to "keep the Adventurer from his goal," have them recognize
+    the Adventurer in the first place? Either they do, and the GM must
+    abandon the stated goal, or they don't, and that whole paragraph becomes
+    gibberish.
+
+    Bear in mind as well that "Hero" and "Superhero" are never defined, and
+    indeed never again mentioned anywhere in the rulebook. See what I mean
+    about waffly and uncertain text? Such text is the default explanation
+    for role-playing, with very few exceptions, until the publication of
+    Vampire in 1991. Even since, though, it's still the standard for fantasy
+    games. The following is from Legendary Lives, second edition (1993,
+    Marquee Press, authors are Joe Williams and Kathleen Williams):
+
+      The players are impromptu actors within the scenes created by the
+      referee ... The fun comes from interacting with the other characters
+      and with the imaginary world created by the refereee. For the duration
+      of the game, try to immerse yourself in the role. [Sim so far - RE]
+      ...
+      The first goal of a player is survival. Yes your character can die
+      during an adventure, and a dead character is completely gone. If your
+      character is smart enough, bright enough, or lucky enough, he or she
+      will survive to reap the benefits of becoming older, wiser, and more
+      powerful.
+      [Wowsies, eh? Then text follows which backpeddles rapidly and tries to
+      explain why character death isn't losing. -RE]
+
+    As a contrast, some texts make no bones about this issue and indeed leap
+    in with both feet, as in Kobolds Ate My Baby! third edition (2001, Ninth
+    Level Games; authors are Christopher O'Neill and Daniel Landis):
+
+      How to win!
+      ... unlike your average role-playing game, KOBOLDS ATE MY BABY! Third
+      Edition has winners (and losers). Truth be told, it mainly has losers!
+      Anyway, the winner is the player who, at the end of the game, has the
+      most Victory Points. Most games continue until a certain condition is
+      met, generally when all the babies are gone ...
+
+    Yee-ha! But that's a recent example. To get back to the dark and
+    steaming roots of the first wave of role-playing innovation, check this
+    out from The Basic Game chapter in Tunnels & Trolls, 5th edition (1979,
+    Flying Buffalo Inc; author is Ken St. Andre, with possible edits or
+    additions by Liz Danforth):
+
+      Every time your character escapes from a tunnel alive, you may
+      consider yourself a winner. The higher the level and the more wealth
+      your character attains, the better you are doing in comparison to all
+      the other players.
+
+    From the Adventure Points chapter in the same text:
+
+      As long as a character remains alive - regardless of how many
+      adventures he or she participates in - you are "winning." If ill fate
+      befalls the character, or if you overextend yourself in playing your
+      character's capabilities, the character dies and it is your loss. Of
+      course, these games allow you to play any number of characters
+      (sometimes referred to as a "stable of characters") and some will
+      survive and advance, and everyone wins in the end.
+
+    This seems a bit softer, until one notices that although winning is
+    qualified by quotes and extra text, loss significantly is not.
+
+    Further text in the Adventure Points chapter of the same game repeatedly
+    provides big payoff for rash, risky, but tactically-imaginative action,
+    if the character survives. One small part rewards role-playing, but:
+
+      Any points awarded in this category should be given to those players
+      who are doing an exceptionally good job only, thus making the game
+      more of a challenge to all.
+
+    In other words, "challenge" is the first priority and immersion (for
+    lack of a better word), cooperation with the GM or his story-plans, or
+    in-character consistent play, are to be conducted and evaluated in that
+    context. They are, as well as anything else like character survival or
+    achievement, to be competed about.
+
+    I love the T&T and Kobolds texts. They are refreshing, spunky, and even
+    inspiring: "Step on up, buddy!" Open Gamism is completely accessible,
+    completely functional, and extremely fun. You see, it all goes back to
+    how the Step On Up social stuff is perfectly capable of enjoying the
+    in-game Challenge, Situation stuff, and how they're not the same thing.
+    In these games, the idea is to keep the Challenge whimsical enough that
+    its occasionally-extreme consequences don't reflect proportionally on
+    the player's emotional stakes of the moment.
+
+    T&T is not the be-all and end-all of Gamism, although it was probably
+    the first utterly explicit Gamist role-playing text. Not all Gamist play
+    is alike! It ranges across a great deal of structural, social, and
+    imaginative diversity, which is why this essay still has a long way to
+    go.
+
+    Structural basics
+    Grant Gigee provided some comments that I think speak more closely to
+    the issue than anything I could come up with:
+
+      Conflict and choice: Clearly, both terms can also be applied to
+      Narrativism, but I think they are very evocative and, combined with
+      challenge, concisely convey the important values of Gamism. Conflict
+      is crucial to narrative, but while one can explore the back-story or
+      the setting, or whatever, and while one can explore the moral
+      ramifications of those choices, folk like myself would rather get
+      right to the high points - the points of greatest tension which lead
+      to the greatest accomplishment. [emphasis mine; that's where the Step
+      On Up lives, right there - RE]
+
+    Choice is important because only through choice can there be
+    consequences. The reason most Gamists play wizards over fighters lies
+    not in avoiding conflict but in having choices. The fighter's choices
+    are all front-loaded - which sword (the best one), which armor (the best
+    one), etc - while the wizard's are more immediate: which spell at what
+    time.
+
+    Valid Gamist conflict and valid Gamist choice lead directly to strategy
+    and tactics, which I like to think of in two ways. The first way is the
+    interplay of resources, combined arms, either-or decisions,
+    effectiveness, point-husbanding, and similar game-mechanics acumen. Two
+    articles to review regarding these sorts of strategy and tactics in
+    Gamist play are [15]Elements of tactics and [16]Elements of strategy by
+    Brian Gleichman. The second way is all about bending parameters, lateral
+    thinking, and occasional banzai, which is to say, one's ability to shape
+    the actual play, or the importance of its parts, through sheer
+    interaction with it and with other people.
+
+    In trying to back up a little and look at things more generally than
+    individual moments of successful tactics, I came up with two new terms.
+    I'm not sure whether they're profound or just obvious, so consider'em
+    informal at this point.
+
+    The Gamble and the Crunch
+    Challenge is the Situation faced by the player-characters with a strong
+    implication of risk. It can be further focused into applications, which
+    individually tend toward one of these two things:
+
+    The Gamble occurs when the player's ability to manipulate the odds or
+    clarify unknowns is seriously limited. "Hold your nose and jump!" is its
+    battle-cry. Running a first-level character in all forms of D&D is a
+    Gamble; all of Ninja Burger play is a Gamble. More locally, imagine a
+    crucial charge made by a fighter character toward a dragon - his goal is
+    to distract it from the other character's coordinated attack, and he's
+    the only one whose hit points are sufficient to survive half its
+    flame-blast. Will he make the saving roll? If he doesn't, he dies. Go!
+
+    The Crunch occurs when system-based strategy makes a big difference,
+    either because the Fortune methods involved are predictable (e.g.
+    probabilities on a single-die roll), or because effects are reliably
+    additive or cancelling (e.g. Feats, spells). Gamist-heavy Champions play
+    with powerful characters is very much about the Crunch. The villain's
+    move occurs early in Phase 3; if the speed-guy saves his action from
+    Phase 2 into Phase 3 to pre-empt that action, and if the brick-guy's
+    punch late on Phase 3 can be enhanced first by the psionic-guy's
+    augmenting power if he Pushes the power, then we can double-team the
+    villain before he can kill the hostage.
+
+    The distinction between Gamble and Crunch isn't quite the same as
+    "randomness;" it has more to do with options and consequences. Fortune
+    can be involved in both of them, and it doesn't have to be involved in
+    either (see Diplomacy for a non-RPG example). Also, look out for jargon:
+    "Crunchy" is a gamer term for detailed and layered rules; "crunching" is
+    a long-standing term for maximizing Effectiveness by manipulating a
+    system's Currency. Neither of these are Crunch as I'm defining here.
+
+    Who vs. whom: the source of adversity
+    Adversity is necessary to role-playing; without it, nothing happens. The
+    term requires two analyses.
+
+     1. Who's the source of adversity in Gamist play? This is a layered
+        question based on the Step On Up and Challenge levels. Step On Up
+        adversity simply means demanding high attention to System operation
+        and the responding emotional "on-button" from the person. It's the
+        "social heat," if you will, as well as whatever cognitive demands
+        are imposed by the System. Optionally, as described above,
+        person-on-person conflict of interest might be involved as well,
+        bringing in competition at this level. Without the competition, the
+        adversity needs to come from some extra-player source, whether a GM
+        or a publication or some confluence of both. With it, of course, the
+        source of adversity arises among the players; this is usually an
+        add-on to the GM/publication adversity rather than a substitute.
+     2. What are its imposed dangers? This seems more straightforward at
+        first, as Challenge adversity means risk to the characters in some
+        way. But about what? Options range from character survival to
+        abstract Victory Points, with a huge range of possibilities in
+        between. Also, optionally, character-on-character conflict of
+        interest may be involved as well, again setting up the possible
+        inclusion of competition as a "heater-up" for adversity.
+
+    Clearly, these are not really independent! The Challenge adversity sets
+    up all sorts of System demands and risks to the characters, which in
+    turn can provide the motor for the Step On Up adversity to kick into
+    action. That's a powerful phenomenon; arguably, it was the core of D&D
+    play becoming a popular hobby at all in the mid-1970s, based on
+    organized tournaments.
+
+    But all the possible combinations are overwhelming - whose strategizing
+    is opposed to whose? If a GM is the source of adversity, to what extent
+    is he or she a potential competitor as well? What are the differences
+    between GM as referee, as judge, and as player of opponents? Is
+    player-effort a team thing or an "every man my enemy" thing? The general
+    answer to these and similar questions can only be "Yes," then parsed
+    very specifically both by game design and by group preferences. Social
+    Contract issues such as whether maps, notes, and dice-rolls are hidden
+    or open all rely on the answers. But those are only some of the possible
+    questions. Here are others.
+
+     1. How long is a "go"? Which is to say, what are the units of reward
+        and loss, and how are they distributed through the time of play?
+        Compare losing a round in a video game with loss in a football game,
+        and consider whether a fight scene in a role-playing session is a
+        piece of a very long conflict called a Delve, or whether it's the
+        moment of truth, right there. Is player-character death, for
+        example, like losing the ball for a first down for the other side,
+        or missing a touchdown, or losing the whole game?
+     2. How is Fortune involved, and when? Oh, there are so many ways:
+        player-character creation, the typical resolution mechanics, any
+        sudden-death resolution mechanics, reduction of abilities or
+        resources, preparation for a crisis, the crisis itself ... To flip
+        to the other side, what's the role, if any, of
+        allocation-strategizing points or resources?
+        Neither of the above can be considered without thinking about the
+        relative importance of Effectiveness and Resource, and how they
+        relate to one another, or, on a more imaginative/scenario level, the
+        relative distribution and positioning of the Gamble and the Crunch.
+
+     3. To what degree is conflict-of-interest involved, for both the Step
+        On Up and Challenge levels? Similarly, and this of course is mainly
+        a social question, what degree of ruthlessness is involved?
+     4. What is the Challenge about? Further, how imaginatively committed to
+        it, moment by moment, are people expected to be? I suggest with
+        great fervor that combat is only one form of conflict, and character
+        survival is only one in-game metric for success.
+
+    A look at reward systems
+    I generally refer to Stakes in Gamist play to discuss what's at risk and
+    what stands to be gained at both the Step On Up and Challenge level. I
+    think successful Gamist play needs to include both the loss and gain
+    conditions for the Stakes, not just gain. This gets really tricky,
+    because the "metric" of what's being assessed at the Step On Up level is
+    only sometimes overt. Add to that the concept of Stakes relative to the
+    competition within each level, if present, and things suddenly get
+    complicated.
+
+    So what constitutes "success" at the Step On Up and/or Challenge level
+    during play? Is it the right to keep playing? Improving one's
+    character's effectiveness, begging the question of what for? Getting
+    some kind of "victory points"? The metagame/game relationship between
+    these is phenomenally important. I think that, in Gamist play, the
+    metagame-part is the key one - a completely informal Social Reward
+    (e.g., "Killed more goblins than you!", even in a game-system which
+    confers no consequence for doing so) can easily outweigh an in-game one.
+
+    In taking this idea to design, my mind kind of balks at the tricky mix
+    of Exploration and Competition, and how to keep them from being at
+    cross-purposes. It is really hard to conceive of Gamist reward
+    mechanisms that are both consistently satisfying across long-term play
+    and meaningful at the Step On Up level. Abstract victory points are
+    arguably quite weak; "you win" means nothing if it, well, doesn't do
+    anything. The more-commonly seen metric of character survival is badly
+    broken, in a variety of applications. If character death is temporary,
+    it's not much of a loss condition, but if it's not, the game is often
+    forced to abandon the loss condition such that people can continue to
+    play.
+
+    Character improvement ("advancement") is even more problematic. The
+    basic issues it raises are:
+
+      * How tough and effective should a starting character be? If it's too
+        high, then there's no reason to improve; if it's too low, the early
+        stages of play depend far too much on GM mercy.
+      * What kind of rate is involved, relative to the challenges as time
+        goes by? The effectiveness-increase can form an exponential
+        interaction with the character's ability to increase further, which
+        in most cases breaks the game or reduces all confrontations to
+        statistical grinds rather than Step On Up crises.
+
+    Reward systems remain the current most challenging sector of game
+    design, for many reasons, not the least of which is no clear idea of for
+    how long or at what scale "successful play" should be rated. I look
+    forward to experimentation and debate that can help resolve some of the
+    issues for Gamist play.
+
+    The joys of Gamism
+    It is way cool, in a game which utilizes point-construction of
+    characters, to allocate them such that the character "hums" - that is,
+    he (or she or it, henceforth "he") can do what you'd like him to do
+    without running out of energy too fast, can go where he needs to go, and
+    take a hit without crumpling - or, in games which are less about moving
+    places and hitting one another, the character can actually get X done in
+    a way which makes anyone else say, "Whoa, good one!" Nocturne, my
+    Champions super-hero, steps through the wall and freezes the villain The
+    Crippler in his tracks with a burning blue look. He glides straight to
+    the uber-villain, the Blood Queen, where she stands before the
+    technological cross (on whom is crucified Nocturne's buddy, Warp),
+    ignoring the zots and shots of the henchmen, and says, in deadly tones,
+    "Where ... is ... our ... son?" Presence attack roll!
+
+    It is totally cool, in a game with a well-constructed IIEE component, to
+    strategize one or more characters' actions such that their effect and
+    timing delivers a phenomenal wallop, or more generally, has a
+    distinctive and exciting effect on play. Demon-boy's acrobatic attack
+    provides the diversion, as Hurricane-girl's wind-storm scatters the
+    henchmen, opening up a channel for Metal-guy to hurl Claw-man straight
+    into the Menace. As expected, Claw-man takes it on the chin, but that
+    removes the Menace's saved action (which we all knew he had; he had that
+    smirk), and that's when Eyebeam-man's blast hits, shattering the tank
+    behind the Menace to release the wave of radioactive fluid and to wake
+    the sleeping alien within ...
+
+    The very meaning of cool beans is to husband resources intelligently,
+    such that when you really need that Endurance, or the story points, or
+    those hit points, or that final charge in the magic staff, they're
+    there. Yzorn, the young mage, dodges once, twice, and again, eluding the
+    jaws of the summoned wolf, costing Engarad more and more energy until
+    the animal fades into smoke. Then, "Catch this!" he cries, at last
+    loosing the lightning bolt and crisping his foe into an ashy column,
+    which slowly fragments under its own weight.
+
+    Nothing is more cool than putting the character or whatever at risk,
+    whether in Gamble or Crunch circumstances, and seeing the system deliver
+    its punch relative to your tactics. Roichi, my Blue Islands ninja,
+    reaches into the folds of his black gi to produce, rattle-rattle the
+    dice, a packet of Hot Sauce! Shimatta!
+
+    It is the essence of coolness to see the legitimately avoidable twist be
+    avoided, or fail to be avoided. "Boy, that troll was a lot easier to
+    kill than I expected," says the player. I, the GM, smirk. "You're
+    growing ... turning hairy ... your armor and clothing crack and stretch
+    off of your body ... horns sprout on your -" "Hey! I'm turning into a
+    troll, aren't I?" "Yup ... cursed to clean up the first level, just like
+    your predecessor, who's turning into a dead human, by the way." "Shit!
+    That makes sense! We should have figured that out!" Heh, heh, heh ...
+
+    All of the above are fun during any role-playing, but from a Gamist
+    perspective, the point is for one's acumen to be acknowledged - it's a
+    matter of pure pride. You grokked the system just right for that
+    particular situation; you took into account all the possible variables
+    of the moment. If such a perspective, and all these events, are combined
+    together and experienced as part and parcel of the Exploration - which
+    is to say, the social, imaginative "scene" - then Gamist play is under
+    way. I maintain this experience cannot be achieved through any physical
+    sport, through any virtual interface, or through any medium whatever
+    aside from table-top role-playing. The rush is, I think, unique to the
+    medium.
+
+    The Hard Core
+    So far I haven't mentioned any negative connotations to Gamist play,
+    despite my hints in the beginning of the essay. The time has come to
+    explain why many people hate and fear any sign of Step On Up, let alone
+    competition, in and among the adversity-situations of their
+    role-playing. It's due to a possible application of Gamist principles to
+    their "perviest" extreme, which is to say, the highest degree of
+    person-to-System contact during play. When you sacrifice Exploration to
+    get to this degree of contact in Gamist play, you have entered the Hard
+    Core.
+
+    The Hard Core occurs when Gamist play transmogrifies into pure metagame:
+    Exploration becomes minimal or absent, such that System and Social
+    Contract contact one another directly, and, essentially, all the
+    mechanics become metagame mechanics. It's usually, although not always,
+    the result of high competitive actions at the Step On Up level, which
+    then "eats" the Challenge level such that it is literally and nakedly an
+    extension of Step On Up and nothing else. Role-playing in the Hard Core
+    is very much like playing competitive video games or, for that matter,
+    like playing that old junior high school favorite, Smear the Queer, with
+    egos rather than bones and blood on the line.
+
+    I perceive four distinct Hard Core applications. They all very easily
+    become dysfunctional, but, contrary to popular belief, quite a bit of
+    Hard Core play may be functional if the Social Contract is being
+    reinforced rather than broken. None of them combine well with secondary
+    Simulationist or Narrativist priorities, which is one reason that people
+    often confound the Hard Core with playing Gamist at all. That's an
+    error, though, because the Hard Core is just as incompatible with
+    high-Exploration Gamist priorities as well.
+
+    It's time to introduce the "M" word too. The term "munchkin" gets thrown
+    around a lot in reference to Gamist play, and one of the big points of
+    this essay is to show that it applies to too many different things to be
+    useful. I'll discuss this further in the Troubles with Gamism section
+    below, but for now, just bear in mind that Hard Core role-players are
+    often called munchkins by others, including non-Hard Core Gamists.
+
+    Turnin' on each other
+    Gamist play already presupposes some pressure among members of the
+    group. Now add to that not only conflict-of-interest at the Challenge
+    level, but open acknowledgment of one another's player-characters as the
+    only engaging source of Challenge - and given the absence of
+    Exploration, directly applying to a Step On Up struggle for dominance.
+    So now you have both little red dials up to 11, and the arena of
+    resolution is simply whose characters survive mutual attacks.
+
+    Turnin' often arises from when the "official" Challenge parameters are
+    shown to be uninteresting for one reason or another, such as when losing
+    one's character to GM-run foes turns out not to mean much in Step On Up
+    terms - i.e., when the GM kills characters at whim. It's typically
+    dysfunctional when it arises from this or similar sources.
+
+    However, I also think Turnin' is the least threatening Hard Core
+    application, because when it's integrated into other enjoyable aspects
+    of a system, it can actually be a wonderful addition to play, as
+    illustrated by the wizard-economy of spells for rogues in T&T or the
+    magic items rules in Elfs. After all, character conflict-of-interest is
+    not necessarily Hard Core, nor is it even necessarily a Gamist issue at
+    all. However, given that its extreme form is dysfunctional, many game
+    texts have mistakenly urged various ways never ever ever to permit
+    inter-character conflict of interest, in order to stave it off.
+
+    Powergaming
+    This technique is all about ramping a system's Currency, Effectiveness,
+    and reward system into an exponential spiral. As a behavior, it can be
+    applied to any system, but most forms of D&D offer an excellent inroad
+    for it: after a certain number of levels achieved, the ability to
+    deliver damage and remain invulnerable itself provides ever-increasing
+    ability to achieve yet higher degrees of damage-delivery and hit-point
+    resources.
+
+    Like Turnin', Powergaming doesn't necessarily destroy the enjoyment of
+    play, and unlike Turnin', it may even remain functional in full-blown
+    Hard Core form. Some Exploration may well be maintained, at least
+    minimally, and the effectiveness-spiral might play a strategic role
+    rather than to dominate fellow players. However, it's fair to say that
+    Powergaming is only functional if everyone is committed to it, and it
+    carries dangers of leading to Breaking (see below).
+
+    To prevent Powergaming, many game designers identify the GM as the
+    ultimate and final rules-interpreter. It's no solution at all, though:
+    (1) there's no way to enforce the enforcement, and (2), even if the
+    group does buy into the "GM is always right" decree, the GM is now
+    empowered to Powergame over everyone else.
+
+    Calvinball
+    This is the famous "rules-lawyering" approach, which is misnamed because
+    it claims textual support when in reality it simply invents it.
+    Calvinball is a better term: making up the rules as you go along,
+    usually in terms of on-the-spot interpretations disguised as "obvious"
+    well-established interpretations. It basically combines glibness and
+    bullying to achieve moment-to-moment advantages for one's character. A
+    Calvinballer may also be adept at bugging the GM about some rules-detail
+    often enough that a goodly percentage of the time yields a reward for
+    it, but not often enough to tip everyone else off to what's going on.
+
+    The big trick of Calvinball is pretending to be still committed to the
+    Exploration. That makes it especially well-suited to disrupting
+    Simulationist play from the older traditions, because the other players'
+    commitment to the integrity of the Dream can be co-opted into one's
+    Calvinball strategy, exploiting the others' willingness to enter into
+    the rules-debate in hopes of a compromise, which of course is not
+    forthcoming. Calvinball then quickly transforms into a struggle for
+    control over what is and is not happening in the imaginative situation.
+
+    One mistaken solution to this tactic is to hide the rules from the
+    players in some kind of laughably-secure "GM book" or "GM section," as
+    well as to enforce the ideal of Transparency. The other, more common
+    solution is simply to continue adding rules forever and ever, amen, in
+    order to account unambiguously for any and all imaginable events during
+    play.
+
+    Breaking the game
+    Here's the most extreme form of the Hard Core; it's the only one that I
+    can't imagine is functional in any circumstances. Breaking the game is
+    defined as rendering others' ability to play ineffective in terms of any
+    metric that happens to be important in that group. Theoretically, any
+    and all games are breakable: one can always sweep the pieces off the
+    board. But I'm talking about doing so in the context of identifying
+    internal inconsistencies or vulnerable points in the design, breaking
+    the game by playing it and rendering the Exploration nonsensical.
+
+    Here's the key giveaway in terms of system design: it is Broken (i.e.
+    Breaking consistently works) if repetitive, unchanging behavior garners
+    benefit. The player hits no self-correcting parameters and is never
+    forced to readjust his or her strategy. The principle can be applied in
+    multiple ways, both two common ones include:
+
+      * Exploiting point-based games which rely on layered Currency, such
+        that points may be spent cheaply for disproportionately high gain,
+        often in a self-sustaining fashion. The classic example is the
+        Recovery attribute in Champions, which was increased by spending
+        points on Constitution and Strength, but could be bought down, and
+        the points thus gained could be pumped back into Strength, thus
+        raising REC to levels beyond the original value. Champions also
+        featured a means of decreasing powers' cost by increasing a divisor
+        value, and strategizing the relationship to this divisor with other
+        means of point-reduction became an art form in many groups.
+      * Exploiting announcement/order-of-action systems to acquire perfect
+        can't-hit-me-I-hit-you combinations, multiple-action combinations,
+        and similar. Most games which feature powers or advantages that the
+        order of action are vulnerable to unforeseen stacking with these
+        effects.
+
+    Breaking the Game isn't quite the same thing as Powergaming, because
+    once a game is Broken, the group rarely continues to play. However, the
+    latter often leads to the former, because Powergaming reveals vulnerable
+    points in game design that are then Broken. Trying to prevent this
+    one-two combination of behavior has led many game designers mistakenly
+    to provide endless patch rules, full of exceptions to cover the
+    exceptions, none of which accomplishes anything except to open up even
+    more points of vulnerability.
+
+    Diversity of Gamist design
+    Considering all these different concerns, perhaps finally the variety of
+    Gamist role-playing design can get its long-awaited, long-denied day in
+    the sun. I've taken a few variables from the Structural Basics section,
+    mainly the ones that can be ascribed to specific game texts rather than
+    the less-tangible, more locally-defined ones.
+
+      * The degree of Exploration relative to Step On Up
+      * The role of Fortune in resolving Stakes-relevant conflict in the
+        game
+      * How much Gamble vs. how much Crunch
+      * The length of a "go," or unit of play necessary to see how well
+        someone does
+      * The local units of local loss - how you can tell when someone
+        doesn't do well
+      * The degree of metagame mechanics available
+
+    Mano a mano
+    These are duelling games. They're generally written as self-governing,
+    which is to say, no GM necessary, although sometimes a gentleman's
+    agreement about some things is necessary. For instance, in Wizard duels,
+    a player is expected to be truthful when his character's illusion spell
+    is disbelieved. Also, sometimes a Referee or "monster player" is
+    recommended if people want to play in teams rather than against one
+    another.
+
+    Melee/Wizard - Exploration is low, role of Fortune medium, Gamble even
+    with Crunch, "go" length = one fight, units of local loss = PC death,
+    degree of metagame is nil
+
+    Lost Worlds - Exploration is low to medium, role of Fortune medium,
+    Crunch slightly higher than Gamble, "go" length = one fight, units of
+    local loss = PC death, degree of metagame is nil (or high if choosing
+    the character in the first place is considered)
+
+    Dungeon crawl
+    The classic Exploration paradigm, and arguably the progenitor of the
+    multi-bezillion dollar computer-game industry. The characters must
+    traverse and navigate a dangerous environment and reap the rewards of
+    their discoveries and combat acumen relative to the spiralling risk.
+
+    Dungeons & Dragons 3rd Edition - Exploration is medium, role of Fortune
+    is high until after 10th level, fair Gamble and later mainly Crunch,
+    "go" length = a delve, units of local loss = death, degree of metagame =
+    nil
+
+    Deathstalkers (System & Setting) - Exploration medium-to-high, Fortune
+    high at low levels especially, Gamble at lower levels with more Crunch
+    at higher ones, "go" length unknown, units of local loss = character
+    death, degree of metagame is nil
+
+    Forge: Out of Chaos (Character & System), - Exploration is a solid
+    medium, role of Fortune is medium, Gamble mixed evenly with Crunch, "go"
+    length = expedition, units of local loss = PC death or lack of
+    levelling, degree of metagame is nil
+
+    Rune - Exploration is low, role of Fortune is medium to high, Gamble
+    mixed evenly with Crunch, "go" length = expedition, units of local loss
+    vary across several variables, degree of metagame is nil (or high if the
+    GM-round-robin is considered)
+
+    Donjon - Exploration high, role of Fortune is high, high Gamble vs. low
+    Crunch (almost all Abilities are really the same thing - a mechanical
+    way to win), "go" length is a delve, and individual "Donjon Levels",
+    units of local loss = destruction of equipment and character
+    inconvenience (death is extremely rare), degree of metagame = quite high
+
+    Elaborate setting
+    This brand of Gamist play evolved almost instantly, beginning with maps
+    and supplements like the World of Greyhawk. It offers a few special
+    problems, the main one being an ongoing Simulationist "creep" in the
+    evolving texts, edition by edition, which can trip up the Gamist
+    priorities of special interest ... in other words, GNS-based
+    Incoherence. One reader even proposed the term "Power Simulationism" for
+    such games, and stated, "These games are the least rewarding to me
+    because they feel like kicking a man when he is down."
+
+    Stormbringer 1st edition - Exploration is high, role of Fortune is
+    extreme, both Gamble and Crunch at different instances of play, "go"
+    length = adventure scenario, units of local loss = death, degree of
+    metagame = nil (perhaps a bit in demon creation)
+
+    Rifts (with some Simulationist design as hybrid support) - Exploration
+    is medium-low, role of Fortune high at low levels, low at higher levels,
+    mixed Gamble and Crunch, "go" length = firefight, units of local loss =
+    death (or perhaps loot), degree of metagame = nil
+
+    Shadowrun (also a Simulationist hybrid) - Exploration is high, medium to
+    high Fortune, mixed Gamble and Crunch (higher Crunch in longer-term
+    games), "go" length = a black-ops mission (a "shadowrun"), units of
+    local loss = character death, loss of profit, degree of metagame varies
+    by edition
+
+    Age of Heroes - Exploration is high, role of Fortune is strong but
+    easily assessed, mainly Crunch, "go length = set pieces, loss =
+    characters' agenda per set piece, degree of metagame = nil [note: This
+    game is not based on a canonical setting, but rather on procedures and
+    rules-categories corresponding to a setting type, relating to "adventure
+    fantasy" much as early Champions relates to comics; as such, it is
+    probably the single representative in the category without Coherence
+    problems]
+
+    Deadlands - Exploration is high, Situation, role of Fortune is medium,
+    mainly Crunch, "go" length = adventure scenario, units of local loss
+    aren't well defined, degree of metagame is minor but consistently
+    present
+
+    Whimsical whackiness
+    These are usually humorous spinoffs of dungeon crawls.
+
+    Tunnels & Trolls - Exploration medium, role of Fortune high, emphasis on
+    Gamble, "go" length = level, units of local loss = PC death or
+    diminishment of abilities, degree of metagame is low except for some
+    whimsy
+
+    Kobolds Ate My Baby / Ninja Burger (Situation & System) - Exploration
+    low-to-medium, role of Fortune is extreme, extreme emphasis on Gamble,
+    "go" length = one dinner/mission, units of local loss = victory points
+    (less so, PC death), degree of metagame is medium (often obstructive to
+    others)
+
+    Elfs - Exploration is medium, role of Fortune is high, mixed Gamble and
+    Crunch, "go" length = adventure scenario, units of local loss =
+    immediate advantage, degree of metagame = medium.
+
+    Gimme some story
+    These games shift the venue of Step On Up from in-game character action
+    resolution to metagame narration rights, which may or may not entail
+    greater character effectiveness.
+
+    The Adventures of Baron von Munchausen - Exploration = medium, role of
+    Fortune is nil, mainly Crunch, "go" length = one tale, units of local
+    loss = control of the narrative, degree of metagame is total. Arguably,
+    this game is more appropriately placed in the "almost role-playing game"
+    category along with Bedlam, De Profundis, and Once Upon a Time.
+
+    Pantheon - Exploration = high, role of Fortune is minor, mainly Crunch,
+    "go" length = one story, units of local loss = points, degree of
+    metagame fairly high
+
+    Is d20 Gamist?
+    D&D3E is certainly strongly oriented toward Gamist play, but as for d20,
+    what is it, structurally?
+
+      * levels to describe character attack-options and hit points - but not
+        necessarily levelling-up as a major feature of play
+      * classes and possibly races, but these are meaningless on reflection
+        - a game can have one or twenty classes; they are strictly a method
+        for establishing resource categories
+      * Six attributes - but with any relationship to effectiveness that you
+        want; one can even tack on another system for primary Effectiveness
+        variables, as in D&D3E
+
+    All one really has is a flat-curve resolution method in 5% increments
+    against target numbers, with (a) possible re-rolls (which is what "extra
+    attacks" are), (b) a resource mechanic relative to character survival,
+    and (c) lists of powers. I've concluded that d20 takes on a
+    game-identity to the extent that a designer customizes Resolution,
+    Currency, and Reward into a particular shape. Therefore to "use d20"
+    means one of the following:
+
+      * to imitate or augment an existing form (supplemental material for
+        D&D3E)
+      * fundamentally to write your own game (Mutants & Masterminds)
+      * and I should mention some attempts at the latter which look more
+        like the former (Star Wars d20, Spycraft)
+
+    No wonder it's impossible to discuss d20 sensibly! There's no game
+    there, not even a System. Therefore it passes out of the range of topics
+    for this essay; d20 presents a fascinating economics and marketing
+    phenomenon, but I think it's only meaningful in those terms.
+
+    Historical perspective
+    How is Gamist design distributed across games throughout the hobby's
+    history? I'm now talking about explicit design features and facilitative
+    text in game-books, not play itself. My essay [17]A hard look at
+    Dungeons & Dragons addresses some of the factors that underlie this
+    section.
+
+    The most striking feature across role-playing history is the astonishing
+    shift in the late 1980s from assuming that Gamist play was the default
+    to practically nothing - limited mainly to "old AD&D," various D&D
+    imitators, Shadowrun, or Rifts.
+
+    I think this rarity is mainly a matter of rejection by texts that
+    facilitated other preferred modes of play. I specifically include AD&D2
+    to be included in this shift, as I consider it to be mainly incoherent
+    with various and sometimes-contradictory doses of Simulationist design
+    scattered throughout, going all the way back to the Wilderness Survival
+    Guide and the Dragonlance modules. I also think that the various
+    setting-derivative AD&D2 boxed sets of the early 1990s (Al-Qadim, Dark
+    Sun, Planescape, et al.) explicitly facilitate Illusionist Simulationist
+    play.
+
+    A similar textual rejection can be found in the publications of Lion
+    Rampant and later (same company) White Wolf, many of which explicitly
+    condemned Gamist play in subcultural terms. In many ways, this can be
+    seen as a reclamation of "hip" for role-playing, or at least for a given
+    company's role-playing products.
+
+    In spite of all the textual rejection, I also think that the dearth of
+    texts reveals nothing about the commonality of Gamist play - I suspect
+    that Drift has kept Gamist play alive and quite active, even in the
+    absence of coherent games to use it for, especially for AD&D2,
+    Champions, Amber, and Vampire (see the GNS section below). Discussing
+    why such an overt, accessible, and functional brand of play did not act
+    as a solid demand on the marketplace of game design must await more
+    discussion of game-industry economics.
+
+    Then again, perhaps my surprise is a matter of my own subcultural
+    limitations, if related hobbies are considered. Gamism remained alive
+    and well among computer games like Rogue, Nethack, Ultima library (later
+    to become Ultima Online), Zork, Advent(ure), MUDs, MUSHes, MOOs,
+    Everquest, Amethyst, and many more. Unfortunately, I'm an ignoramus
+    about this entire hobby, and any insights into its history, play
+    preferences, economics, and what-all would be very welcome at the Forge.
+
+    Oh, and let's not forget that card game that showed up at the game store
+    counters a decade ago. I think that Magic: the Gathering is best
+    described as a portable, customizable wargame - and that part of its
+    popularity may be ascribed to the fact that the customers of the day had
+    never seen a wargame before. Unsurprisingly, a whole sector of people
+    who were involved in role-playing suddenly discovered the hobby they'd
+    been looking for.
+
+    From a role-playing design perspective, Magic and many other
+    customizable card games reminded people of a principle that had been
+    abandoned for almost a decade: (1) that competitive Step On Up is
+    actually fun, rather than automatically Broken; (2) that elegant and
+    highly-prioritized game design permits easier entry and more
+    satisfaction in play; and (3) that Exploration may be customized to
+    taste, rather than considered an all-or-nothing variable.
+
+    Finally, Gamist play has also cropped up across many products which are
+    sometimes called role-playing games, but are just a little off my
+    personal undefined cognitive space for that label, mainly due to the
+    role of "character" and certain aspects of how resolution is addressed.
+    All of them utilize control over narration as one of the variables of
+    play, thus shifting around the privileges of a traditional GM role, and
+    all of them are explicitly about winning the game much as one wins a
+    traditional card game. They include Once Upon a Time, The Adventures of
+    Baron von Munchausen, and Bedlam, and many others seem to be on the way
+    as well. As with the customizable Magic-type games, already they've
+    prompted many changes in role-playing, most notably in terms of
+    formalizing and permitting shifts among who gets to narrate the outcomes
+    of a given resolution mechanic.
+
+    GNS issues
+    Memetic power
+    Nothing beats Gamism - once you have Step On Up in action, it takes
+    over. The main reason is simple: Step On Up is a recognizable, common,
+    coherent, and rewarding aspect of human behavior, which is why we see it
+    all 'round the place. Role-playing is just another venue. So, basically,
+    everyone gets it, and once present, Situation becomes Challenge, and the
+    cognitive fascination with esteem relative to performance becomes the
+    order of the day. It doesn't rely on any particular game mechanic to be
+    present - consider that any metric for social esteem is a candidate for
+    Step On Up, and that any element of in-game content is a candidate for
+    Challenge. You're bound to find someone's own personal profile for these
+    in the game-content somewhere!
+
+    It also takes over easily mechanically in many instances of game design,
+    especially in Simulationist-facilitating games, in two ways. The first
+    way is to perceive system-based opportunities for advantage: breakpoints
+    in point-allocation design, stacking of options into unique effects, and
+    similar. Such things are often offered as neat add-ons in
+    otherwise-Simulationist designs, but they take over fast when character
+    niche-protection switches into literal character-defense. The second
+    way, unsurprisingly, is through reward systems: a traditional
+    character-improvement system can switch to a fully-social Step On Up
+    reward system any time anyone wants, especially since it's
+    self-perpetuating.
+
+    Clinton provided this example:
+
+      ... find a copy of Player's Option: Skills and Powers for AD&D2. It
+      took the broken Simulationism of that game and added a huge layer of
+      Gamism to the construction of characters. I remember making up some
+      serious monstrosities with this book.
+
+    The most common Gamist-Drift events in my experience are found in the
+    following games:
+
+      * Gamist-Drifted Champions falls into two types: point-strategizing or
+        movement/action-strategizing. The reward metric is plain old success
+        in in-game conflicts, or demonstrated "superior knowledge" of the
+        game's mathiness.
+      * Gamist-Drifted Amber is characterized by Drama-bullying toward
+        Situation-control, essentially an unstructured version of Pantheon.
+        It can also include point-mongering depending on certain
+        rules-interpretation. The reward metric may be in-game social
+        advancement (e.g. Throne War) or simply moment-to-moment struggles
+        over who's in charge of the narration.
+      * Gamist-Drifted Vampire consists of extensive breakpoint
+        exploitation. The metric is Champions-like character effectiveness,
+        specifically who can ignore as well as deliver the most damage. More
+        subtly, it's also coolness, whoever gets to be perceived as the most
+        real-Goth of the bunch. Many Vampire LARPs tend in this direction as
+        well, with the added benefits of singles-bar interactions.
+
+    All of the above tend toward Powergaming as well, with attendant shifts
+    to the other branches of the Hard Core over time.
+
+    The common reaction to this easy transition, for non-Gamist-inclined
+    players, is pure terror - it's the Monsters from the Id! In-group
+    conflicts over the issue have been repeated from group to group, game to
+    game, throughout the entire history of the hobby.
+
+    One such thing is a tug-of-war regarding following rules vs.
+    not-following rules. What the rules actually say becomes yet another
+    variable even as people argue about whether they should be followed, and
+    when both of these issues are firing at once, nothing can possibly be
+    resolved. The result is always to consider either following or ignoring
+    rules to be "right" when it goes your way.
+
+    Another tack is for some groups and game designers to treat Gamism's
+    easy "in" as a necessary evil and to take an appeasement approach. The
+    "Id" can be controlled, they say, as long as the Superego (the GM) stays
+    firmly in charge and gives it occasional fights and a reward system
+    based on improving effectiveness. This approach may rank among the
+    most-commonly attempted yet least-successful tactic in all of game
+    design. It will never actually work: the Lumpley Principle correctly
+    places the rules and procedures of play at the mercy of the Social
+    Contract, not the other way around. Therefore, even if such a game
+    continues, it has this limping-along, gotta-put-up-with-Bob feel to it.
+
+    Hybridization
+    Simulationist play is an excellent "subordinate" mode for Gamist play. A
+    game designed toward this sort of play is also open to functional Drift
+    toward Sim-only as people toss out that "weird stuff" or that
+    "powergamer" stuff. See Rifts, Shadowrun, and Age of Heroes.
+
+    However, Gamist play is a terrible "subordinate" mode for Simulationist
+    play, because it takes over in a heartbeat, for all the reasons listed
+    above. I should clarify, however, that I'm talking strictly about play
+    itself, not texts. Looking at texts through several editions, the
+    overwhelming tendency is to Drift toward Simulationism. I think this
+    phenomenon has several causes, including pseudo-solutions for trying to
+    prevent Gamist play, specifically the Hard Core.
+
+    Gamist and Narrativist play have an interesting relationship, but it's
+    hard to see or understand unless you have experience with solid
+    non-Simulationist game play, which very few role-players have. Nearly
+    all of us have dealt mainly with Sim-design and Sim-assumptions, with
+    both Gamism and Narrativism as semi-dysfunctional interfering
+    priorities, and resulting in a lot of compromises rather than solutions.
+    We know that when Simulationist play is involved and either or both
+    Gamist and Narrativist play crops up, then a terrible struggle emerges
+    among the modes. The entire White Wolf line of games represents a
+    fascinating case study of the phenomenon, starting with Vampire and, in
+    my view, culminating with a Narrativist direction with Adventure!.
+    Another case study is the history of the Hero System, which by
+    fourth-edition Champions was resolved in favor of Simulationist design.
+
+    But if Simulationist-facilitating design is not involved, then the whole
+    picture changes. Step On Up is actually quite similar, in social and
+    interactive terms, to Story Now. Gamist and Narrativist play often share
+    the following things:
+
+      * Common use of player Author Stance (Pawn or non-Pawn) to set up the
+        arena for conflict. This isn't an issue of whether Author (or any)
+        Stance is employed at all, but rather when and for what.
+      * Fortune-in-the-middle during resolution, to whatever degree - the
+        point is that Exploration as such can be deferred, rather than
+        established at every point during play in a linear fashion.
+      * More generally, Exploration overall is negotiated in a casual
+        fashion through ongoing dialogue, using system for input (which may
+        be constraining), rather than explicitly delivered by system per se.
+      * Reward systems that reflect player choices (strategy, aesthetics,
+        whatever) rather than on in-game character logic or on conformity to
+        a pre-stated plan of play.
+
+    Which is a really long-winded way of saying that one or the other of the
+    two modes has to be "the point," and they don't share well - but unlike
+    either's relationship with Simulationist play (i.e., a potentially
+    hostile one), Gamist and Narrativist play don't tug-of-war over "doing
+    it right" - they simply avoid one another, like the same-end poles of
+    two magnets. Note, I'm saying play, not players. The activity of play
+    doesn't hybridize well between Gamism and Narrativism, but it does
+    shift, sometimes quite easily.
+
+    Obviously, if the group is disinclined to do this, it can't happen. So
+    in Gamist vs. Narrativist play, absent Simulationism, it may be a matter
+    of "what we wanna do," and a very easy adjustment to system to reflect
+    that in many cases, because how we "do" things is very similar already.
+
+    The key to the shift seems to be the reward system, not resolution - not
+    about "how we decide what happens" so much as "how we decide that we're
+    having fun." How a group plays Toon, for instance, depends wholly on
+    whether Plot Points are used for scoring or whether they're employed as
+    a multiple-author cartoon-story creation device. Similarly, the weak
+    endgame of Once Upon a Time is resolved locally per group based on
+    whether the group acceptance of the Ending card or the emptying of one's
+    hand is the metric for ending the game.
+
+    If the reward system is less abstract and embedded deeply into the rest
+    of the game, as with Sorcerer and Rune, shifting priorities becomes less
+    easy. The Dying Earth provides a phenomenal example of Narrativist play
+    using previously-Gamist methods, minimizing Drift with three things:
+    non-spiraling game interactions (rock-paper-scissors), limiting returns
+    (e.g. negative exponential improvement), and overwhelming rewards that
+    promote an alternative metagame priority better suited to Narrativism.
+
+    The history of Tunnels & Trolls offers, I think, one of the most
+    powerful examples of the phenomenon in the theory of game design ever,
+    back around 1980. I cannot recommend reading and playing T&T highly
+    enough to the student of Gamist and Narrativist play. I also recommend
+    reading all of their solo adventure scenarios, with special reference to
+    date and author, and also as many copies of the magazine Sorcerer's
+    Apprentice as possible. Here's a conceptual hint: the T&T reward system
+    doesn't award experience points for finding or spending money, but that
+    design feature has nothing to do with "realism" at all. It's set up to
+    prevent double-dipping, which is to say, gaining both attribute
+    improvement and better weapons, armor, and spells through one metric.
+    Thus "money" in this game is really a parallel Adventure-Point system
+    for improving character features that are not attributes.
+
+    Balance: the sort-of issue
+    "Balance" is one of those words which is applied to a wide variety of
+    activities or practices that may be independent or even contradictory.
+    (See the linked threads in the Glossary.) The word is thrown about like
+    a shuttlecock with little reference to any definition at all. That's the
+    current state of the art. So I'm taking time-out on the Gamism-only
+    discussion to go on a full GNS balance rant, because the assumption that
+    Gamist play is uniquely or definitively concerned with "balance" is
+    very, very mistaken.
+
+    Overall
+
+     1. Compare "balance" with the notion of parity, or equality of
+        performance or resources. If a game includes enforced parity, is it
+        is balanced? Is it that simple? And if not, then what?
+     2. Bear in mind that Fairness and Parity are not synonymous. One or the
+        other might be the real priority regardless of which word is being
+        used. Also, "Fair" generally means, "What I want."
+     3. Are we discussing the totality of a character (Effectiveness,
+        Resource, Metagame), or are we discussing Effectiveness only, or
+        Effectiveness + Resource only?
+     4. Are we discussing "screen time" for characters at all, which has
+        nothing to do with their abilities/oomph?
+     5. Are we discussing anything to do at all with players, or rather,
+        with the people at the table? Can we talk about balance in regard to
+        attention, respect, and input among them? Does it have anything to
+        do with Balance of Power, referring to how "the buck" (where it
+        stops) is distributed among the members of the group?
+
+    They can't all be balance at once.
+
+    Within Gamist play
+
+     1. Parity of starting point, with free rein given to differing degrees
+        of improvement after that. Basically, this means that "we all start
+        equal" but after that, anything goes, and if A gets better than B,
+        then that's fine.
+     2. The relative Effectiveness of different categories of strategy:
+        magic vs. physical combat, for instance, or pumping more investment
+        into quickness rather than endurance. In this sense, "balance" means
+        that any strategy is at least potentially effective, and
+        "unbalanced" means numerically broken.
+     3. Related to #2, a team that is not equipped for the expected range of
+        potential dangers is sometimes called unbalanced.
+     4. In direct contrast to #1, "balance" can also mean that everyone is
+        subject to the same vagaries of fate (Fortune). That is, play is
+        "balanced" if everyone has a chance to save against the Killer Death
+        Trap. Or it's balanced because we all rolled 3d6 for Strength,
+        regardless of what everyone individually ended up with. (Tunnels &
+        Trolls is all about this kind of play.)
+     5. The resistance of a game to deliberate Breaking.
+
+    Within Simulationist play
+    I am forced to speak historically here, in reference to existing and
+    widespread Simulationist approaches, not to any potential or theoretical
+    ones. So think of Call of Cthulhu, GURPS, and Rolemaster as you read the
+    next part.
+
+     1. One fascinating way that the term is applied is to the
+        Currency-based relationship among the components of a character:
+        Effectiveness, Resource, Metagame. That's right - we're not talking
+        about balance among characters at all, but rather balance within the
+        interacting components of a single character. I realize that this
+        sounds weird. Check back in the Sim essay to see how important these
+        within-character interactions can be in this mode of play.
+     2. And, completely differently, "balance" is often invoked as an
+        anti-Gamist play defense, specifically in terms of not permitting
+        characters to change very much relative to one another, as all of
+        them improve. This is, I think, the origin of "everyone gets a
+        couple EPs at the end of each session" approach, as opposed to
+        "everyone gets different EPs on the basis of individual
+        performance."
+     3. Rules-enforcement in terms of Effectiveness, which is why GURPS has
+        point-total limits per setting. Note that heavy layering renders
+        this very vulnerable to Gamist Drift.
+
+    Within Narrativist play
+    This gets a little tricky because I can't think of a single coherent
+    Narrativist game text in which balance as a term is invoked as a design
+    or play feature, nor any particular instance of play I've been involved
+    in which brought the issue up. But I'm pretty sure that it's a
+    protagonism issue.
+
+     1. "Balance" might be relevant as a measure of character screen time,
+        or perhaps weight of screen time rather than absolute length. This
+        is not solely the effectiveness-issue which confuses everyone.
+        Comics fans will recognize that Hawkeye is just as significant as
+        Thor, as a member of the Avengers, or even more so. In game terms,
+        this is a Character Components issue: Hawkeye would have a high
+        Metagame component whereas Thor would have a higher Effectiveness
+        component.
+     2. Balance of Power is relevant to all forms of play, but it strikes me
+        as especially testy in this mode.
+
+    That's the end of my balance rant, but I beg and plead of anyone who
+    reads this essay: I would very much like never to hear again that (1)
+    Gamist play must be uniquely obsessed with balance, or (2) if play is
+    concerned with any form of balance, it must be Gamist. These are
+    unsupportable habits of thought that pervade our hobby and represent
+    very poor understanding of the issues involved.
+
+    Pitfalls for Gamist design
+    Elegance is the key - which is to say, each piece of the system does
+    what it does, has the implications that it has, and doesn't create wonky
+    spirals or novel relationships that devalue the Step On Up or Challenge
+    parameters. Easy to say, eh? Well, it's damned hard to do, as many an
+    inventor of a new board game or new card game can attest.
+
+    Defend against Breaking through elegance, not through patch rules.
+    Eliminate, from the ground up, all recursiveness, nonfunctional layers,
+    and mathematical ratios.
+
+    Fortune should be present for a Gamist reason, for instance, to
+    introduce uncertainty at specific points, for specific impacts on the
+    goals of play. It can be very rare to absent, or wildly and constantly
+    present, but whatever it is, it needs to "spike" the play-experience
+    rather than dilute it. Using Fortune to model the statistical vagaries
+    of in-game physical effects should be a secondary concern, if present at
+    all.
+
+    A Double-Hose occurs when features of a character are forced downward by
+    a low score in some other feature, and when both features are important.
+    In Tunnels & Trolls, for instance, a low Strength and Dexterity limit
+    one's choice of weapons to lower-damage items, as well as lower the
+    "adds" (bonuses) for attacks. If you must have a Double-hose, make it
+    easy to replace or recoup "losses," and also make it easy to escape the
+    Hose soon through character improvement.
+
+    Beware of end-runs which permit a Challenge to be solved without the
+    requisite Step On Up ability or competence. Playtest the game multiple
+    times with people who are determined to beat it.
+
+    Do not confuse character improvement for "winning," especially if the
+    process is slow and painful. On a related point, do not set the venue
+    and length of a "go," which is to say a unit of success or failure at
+    the Step On Up level, equivalent to the entirety of a long-term,
+    no-set-end, many-session game.
+
+    Don't be a weenie - include loss conditions that can be recognized and
+    that do not undercut play. Decide whether such a loss ends the game as a
+    whole or permits it to continue, but do not commit the common mistake of
+    "loss means sit out" - this is not viable for roleplaying. As soon as
+    you have to let people win so that they'll keep playing, the
+    relationship of Step On Up to Challenge dies nastily, leaving no
+    alternative but to reinvent the game in Hard Core form.
+
+    Beware of Heartbreaker design, particularly the Fantasy ones. Such games
+    are wonderful to write and often very enjoyable among one's group, but
+    ultimately of little interest to anyone else. More subtly, don't fall
+    into the trap of providing Gamist design-features as an appeasement
+    strategy - do it or don't.
+
+    Here's my current shot at a little Gamist design: [18]Black Fire. It's
+    even more alpha-alpha than Mongrel was, for the Simulationism essay, so
+    let's see what happens.
+
+    Troubles for the Gamist
+    GNS incompatibility
+    The basic hassle arises due to Gamism's "easy in" during play. If one or
+    two people get the bug, so to speak, and no one else does, then GNS
+    incompatibility disrupts play. This specific problem - the
+    Drifted-to-Gamist ensconced in an otherwise-oriented group - is so
+    common among Simulationist play especially that it, like the Hard Core,
+    gets labeled with munchkinism. It's usually seen in texts from bitter
+    non-Gamists and their "grow up from munchkinism" rants.
+
+    The following is from the GM section of Arrowflight (2002, Deep 7,
+    author is Todd Downing):
+
+      Dealing with Munchkins The other side to the "cheating" coin is the
+      competitive gamer, a breed also known as "Munchkin." Munchkins are
+      players who dilute the experience through a combination of
+      rules-mongering and overt cheating.
+
+      [alarming rant snipped; includes examples of lying about dice rolls -
+      RE]
+      The best games are those where everyone is playing a role, striving
+      for a goal and working as a unit (that doesn't mean that every
+      character must like every other character, but player must at least
+      properly play the role they've chosen). If you find a Munchkin in your
+      midst, there are numerous ways to deal with him, depending on the
+      offense:
+
+      [methods follow, all relying on the GM having final say in any aspect
+      of the game - RE]
+      ... most players are at least conscientious and intelligent enough not
+      to harm their own playing experience as well as that of the other
+      players, but the exceptions are out there. As they say, "there's one
+      in every group." You don't have to tolerate them in yours.
+
+    Downing's prose is clearly angry. To him, any degree of striving for
+    advantage among players, for anything, constitutes breaking the Social
+    Contract, to the same degree as lying about dice outcomes. Let's break
+    that down, though. He doesn't mind striving for a goal, as long as it's
+    an in-character, in-game goal, and much Gamist play can be consistent
+    with that. And much Gamist play also prioritizes working as a unit with
+    other players. All that's left is the "playing a role" distinction, and
+    Downing's real beef seems to be that "playing a role" is not these
+    players' first priority, i.e., they are not Simulationists in the mode
+    that is reinforced throughout the text of Arrowflight.
+
+    Although I understand where he and many other authors are coming from,
+    which is GNS-synecdoche pure and simple, this and similar anti-Gamist
+    texts go too far - Step On Up play, even with a dose of competition,
+    does not deserve being labeled unconscientious and unintelligent.
+    Basically, the authors confound two things.
+
+      * The player who turns any instance of play into social
+        power-tripping, rivalry, rancor, and disruption. I shall call this
+        person "the Prick." The important thing to realize is that this
+        person is not a Gamist at all, and that Pricks disrupt any form of
+        play; a Simulationist-Gamist mismatch is one thing, but stubborn
+        disruption is another. The fault lies at the Social Contract level,
+        not at the GNS level.
+      * The person who really wants to play Gamist but is in the wrong
+        group, giving rise to secondary dysfunctions of various sorts. This
+        person is usually derided as "the powergamer" or "the munchkin" by
+        the others, but I hasten to add that the fault lies with the GNS
+        mismatch, not with the person as a social human, and that his or her
+        mode of Gamist play may not even include the Hard Core.
+
+    This section is perhaps harsh on the Simulationist approach and
+    assumptions. I also need to acknowledge that a bored Gamist-inclined
+    player, seeing no engaging Challenge, has been known, on occasion, to
+    turn his attention toward the Hard Core, specifically Turnin' and
+    Breaking the game. If it's clear that the other individuals don't
+    appreciate this, and if he or she continues, then what's happened is the
+    Birth of a Prick that some better understanding of contrasting GNS goals
+    might have prevented. I used to see this all the time in Champions
+    groups, and it's horrible. I can at least sympathize with where
+    Downing's coming from.
+
+    Troubles within Gamism
+    Now I'm talking about troubles within Gamism rather than with it. All
+    three modes boast an array of specific dysfunctions, and here are the
+    sorts that Gamists encounter among their own. (Side point: Simulationist
+    dysfunctions include The Impossible Thing, Transparency, and placing
+    "realism" as the core value; Narrativist dysfunctions include
+    railroading, sizzle over steak, and interfering through deprotagonism.)
+
+    The core problem in Gamist dysfunction is not knowing what the Step On
+    Up is actually about. It results in all kinds of things, most usually
+    ramping-up the competitive levels and shifting to the Hard Core, usually
+    in the form of Turnin' and Calvinball beyond what other members of the
+    group want to do. A related problem concerns Author vs. Pawn Stance,
+    which is to say, differing standards for moment-to-moment Exploration of
+    Character. When I see a player completely abandon all Stances but Pawn
+    through several scenes of play, it's like the sinister drumming
+    emanating from the leafy jungle the night before the massacre. Many a GM
+    in a Gamist-oriented group strictly enforces justifications of
+    characters' behavior in an attempt to stave off the problem, although
+    frankly, if he has to resort to decrees, threats, and pleas, it's
+    probably already too late.
+
+    These "core" issues should look similar to the GNS-mismatch issue
+    described above, because it's the Birth of a Prick all over again, only
+    within the Gamist mode.
+
+    The other, more extreme dysfunction arises from the player who is
+    basically a poor sport, or, "the Wimp," which is unfortunately the most
+    common dysfunctional Gamism. It has its parallels in other Step On Up,
+    non-role-playing activities; people are sure to recognize them from
+    their hobbies.
+
+      * Critical commentary that goes beyond simple joshing or observation
+        into abuse: "You suck," delivered to someone who happened to roll a
+        1 rather than a 20; this is often combined with an inability to
+        tolerate joshing oneself. (What degree of verbiage counts as abuse
+        varies from group to group.)
+      * Manipulating the others' parameters for how-to-play, e.g., tattling
+        to the GM that so-and-so is violating his or her character's
+        alignment.
+      * Stating what another player "should have done" as a form of constant
+        criticism. This is a bigger deal than it looks, as in Gamist play,
+        it's all right not to make the best choice all the time, but
+        personal choice in the Crunch or Gamble is sacrosanct. Essentially,
+        it constitutes protagonism in Gamist play. The Wimp de-protagonizes
+        other players' characters all the time by de-valuing the players'
+        decisions from his armchair. Breaking the Contract: if I can't win,
+        I'll take my football and go straight home; or lashing out at allies
+        as if they were foes; or being socially obnoxious until granted an
+        advantage or perceived entitlement.
+      * Plain wussy-cheating: stating it was "in" when it was "out," and
+        similar, and pouting when the tactic doesn't work, usually escalates
+        to breaking the baseline cooperative Social Contract that underlies
+        the Step On Up in question.
+
+    Bluntly, in any context besides role-playing, this kind of behavior will
+    get your ass kicked for you, or at the very least, instantly excluded
+    from the activity. It's simply not socially tolerable. The real question
+    is why it's widely observed in the role-playing hobby, for which I can
+    see two reasons.
+
+     1. Wimpiness is often observed among young people as they work out the
+        "rules of life" through all sorts of play-activity, among other
+        unpleasant behaviors such as bullying. This is why adults usually
+        don't play with kids unless they can enforce certain social
+        standards, i.e., act as social mentors in addition to playing the
+        game.
+     2. I think that the Social Context of role-playing is currently in
+        disarray. It's out of the scope of this essay to go into the issue
+        in detail, but see the [19]Social Context discussion on the Forge
+        for some notions. The short version is that friendships cannot be
+        placed at stake based on in-play events - if they are, then Step On
+        Up places way too much pressure on the agreement to play together at
+        all.
+
+    Confusingly, many Gamist-oriented players call Wimpiness "munchkinism,"
+    making three distinct uses for the term so far.
+
+    The bitterest role-player in the world
+    Meet the low-Step On Up, high-Challenge Gamist, with both "little red
+    competition" dials spun down to their lowest settings.
+
+    This person prefers a role-playing game that combines Gamist potential
+    with Simulationist hybrid support, such that a highly Explorative
+    Situation can evolve, in-game and without effort, into a Challenge
+    Situation. In other words, the social-level Step On Up "emerges" from
+    the events in-play. This view, and its problematic qualities, are
+    extremely similar to that of the person who wants to see full-blown
+    Narrativist values "just appear" from a Simulationist-play foundation.
+    It's possible, but not as easy and intuitive as it would seem.
+
+    His preferred venue for the Gamist moments of play is a small-scale
+    scene or crisis embedded in a larger-scale Exploration that focuses on
+    Setting and Character. In these scenes, he's all about the Crunch:
+    Fortune systems should be easy to estimate, such that each instance of
+    its use may be chosen and embedded in a matrix of strategizing.
+    Point-character construction and menus of independent feats or powers
+    built to resist Powergaming are ideal.
+
+    As for playing the character, it's Author Stance all the way. He likes
+    to imagine what "his guy" thinks, but to direct "his guy" actions from a
+    cool and clear Step On Up perspective. The degree of Author Stance is
+    confined to in-game imaginative events alone and doesn't bleed over into
+    Balance of Power issues regarding resolution at all.
+
+    Related to the Stance issue, he is vehemently opposed to the Hard Core,
+    even to any hints of it or any exploitable concepts that it seizes upon
+    most easily. For instance, reward system that functions at the metagame
+    level is anathema: not only should solid aesthetics should be primary,
+    but he is rightly leery of the Hard Core eye for such reward systems.
+    "Balance" for him consists of the purity of the Resource system and
+    unbroken Currency. It's consistent with the Simulationist Purist for
+    System values and represents further defenses against the Hard Core.
+
+    He probably developed his role-playing preferences in highly-Drifted
+    AD&D2 or in an easily-Drifted version of early Champions, both of which
+    he probably describes as playing "correctly" relative to other groups
+    committed to these games.
+
+    This man (I've met no women who fit this description) is cursed. He's
+    cursed because the only people who can enjoy playing with him, and vice
+    versa, are those who share precisely his goals, and these goals are very
+    easily upset by just about any others.
+
+      * His heavy Sim focus keeps away the "lite" Gamists who like
+        Exploration but not Simulationism.
+      * The lack of metagame reward system keeps away most Gamists in
+        general.
+      * Hard Core Gamists will kick him in the nuts every time, just as they
+        do to Simulationist play.
+      * Most Simulationist-oriented players won't Step Up - they get no
+        gleam in their eye when the Challenge hits, and some are even happy
+        just to piddle about and "be."
+      * Just about anyone who's not Gamist-inclined lumps him with "those
+        Gamists" and writes him off.
+
+    I've known several of these guys. They are bitter, I say. Imagine years
+    of just knowing that your "perfect game" is possible, seeing it in your
+    mind, knowing that if only a few other people could just play their
+    characters exactly according to the values that you yourself would play,
+    that your GM-preparation would pay off beyond anyone's wildest dreams.
+    Now imagine years of encountering all the bulleted points above, over
+    and over.
+
+    At present, I have no suggestions to help them, just as I cannot help
+    those who expect to see "story" consistently emerge from play that does
+    not prioritize it. I hope some dialogue at the Forge might come up with
+    some solutions.
+
+    What I like about Gamism
+    Gamist-inclined players tend to be unashamed regarding their
+    preferences. Their role-playing is easily understood, diverse in
+    application, unpretentious, and often perfectly happy with its role
+    relative to the person's social life at large. The Gamists have a lot to
+    teach the rest of the hobby about self-esteem.
+
+    Some folks seem to think that Gamist play lacks variety, to which I say,
+    "nonsense." Scrabble is "always the same," and it's fun as hell; simple
+    games do not mean simplistic, shallow, or easy. What matters is whether
+    the strategy of the moment is fun. Well-designed, multiple-edged Step On
+    Up activities with fully-developed competition are endlessly diverting
+    and provide an excellent basis for friendship. Anyone who thinks that
+    such things in role-playing necessarily cannot be fun and will
+    necessarily destroy social interactions is badly mistaken - what's
+    needed is better, more diverting, and more multiply-angled design. D&D3E
+    and Rune are just the start, and their overt roots in 1970s-style
+    dungeon crawls indicate, I think, that the hobby's efforts in Gamist
+    design are so far limited to getting its first steps re-created
+    properly.
+
+    What I'm calling for is a better appreciation for functional Gamist
+    role-playing, overtly and even joyfully stated in the games' design and
+    texts. Given the introduction of D&D3E, I think this long-unmet need is
+    being satisfied without my help, but I also think that lots of people
+    might enjoy Gamist play that's not D&D style fantasy. Why not whole new
+    venues, such as romance, or sports!
+
+    Good new designs remind largely unexplored. Where are the sensible
+    reward systems that integrate Challenge and Step On Up in some way, and
+    are not wholly defined by increasing Effectiveness values or promoting
+    tug-of-war over narration? Where are the loss conditions that are not
+    recursive regarding continued play?
+
+    The Hard Question
+    Each of these three essays concludes with a challenge to the role-player
+    who prefers the mode under discussion. For the Gamist, the question is,
+    why is role-playing your chosen venue as a social hobby? There are lots
+    and lots of them that unequivocally fit Step On Up with far less
+    potential for encountering conflicting priorities: volleyball, chess, or
+    pool, if you like the Crunch; horse races or Las Vegas if you like the
+    Gamble; hell, even organized amateur sports like competitive martial
+    arts or sport fishing.
+
+    Do you play Gamist in role-playing because it doesn't hurt your ego as
+    much as other venues might? Is role-playing safer in some way, in terms
+    of the loss factor of Step On Up? Even more severely, are you sticking
+    to role-playing because many fellow players subscribe to the "no one
+    wins in role-playing" idea? Do you lurk like Grendel among a group of
+    tolerant, perhaps discomfited Simulationists, secure that they are
+    disinclined to Step On Up toward you? In which case, you can win against
+    them or the game all the time, but they will never win against you?
+
+    I accuse no one of affirmative answers to these questions; that's the
+    reader's business. But I do think answering them should be a high
+    priority.
+
+    Glossary
+    See the Glossary in the other essays as well as definitions and
+    explanations in the "GNS and related matters" essay.
+
+    Actor Stance
+       the real person determines the character's decisions and actions
+       using only knowledge and perceptions that the character would have.
+
+    Author Stance
+       the real person determines the character's decisions and actions
+       based on the real person's priorities, Author Stance includes two
+       sub-categories
+       in "Author" Author Stance, the person then retroactively "motivates"
+       the character to perform the acts in question; in "Pawn" Author
+       Stance, he or she does not. Pawn Stance is often identified with
+       Gamist play, but this identification is false for either Stance or
+       Mode.
+
+    Balance
+       this term is undefined. See the discussion in this text.
+
+    Balance of Power
+       how the "buck stops here" authority regarding resolution in play is
+       distributed among members of a role-playing group. This term was
+       first applied to role-playing interactions by Hunter Logan.
+
+    Breaking the game
+       a dysfunctional technique of Hard Core Gamist play, characterized by
+       rendering other participants' efforts ineffective without recourse.
+
+    Calvinball
+       a potentially-dysfunctional technique of Hard Core Gamist play,
+       characterized by making up the rules of a game as it is played,
+       especially in the immediate context of advantaging oneself and
+       disadvantaging one's opponents. "Tagged you! Tags mean you're out!"
+       "It's Tuesday! Tagging doesn't work on Tuesdays!" This term,
+       obviously, is pulled from the comic strip Calvin & Hobbes.
+
+    Challenge
+       the Situation of play in the Gamist context, specifically, adversity
+       or imposed risk to player-characters of any kind. It's the
+       imaginative arena for the more general Social Contract of Gamist
+       play, called Step On Up.
+
+    Character Components
+       the features of a role-playing character. All are present for all
+       characters, even if one or more is not explicitly part of the textual
+       rules. See Effectiveness, Metagame, and Resource; also see Currency.
+
+    Coherence
+       any functional combination, including singletons, of GNS priorities.
+       Please note that "coherency" is not a word.
+
+    Congruence
+       refers to play in which two or more different GNS modes may be
+       expressed in such a way that they neither interfere with one another
+       nor are easily distinguished through observation; the term was coined
+       by Walt Freitag in [20]GNS and "Congruency". I am revising the term
+       to "congruence" in the interest of grammar.
+
+    Creative agenda
+       the aesthetic priorities and any matters of imaginative interest
+       regarding role-playing; replaces all uses of "premise" in the
+       original essay aside from the specific creative agenda of Narrativist
+       play (for which the term "Premise" is retained); Step On Up, The
+       Right to Dream, and Story Now represent the creative agendas,
+       respectively, of Gamist, Simulationist, and Narrativist play.
+
+    The Crunch
+       an application or type of Challenge, based on high predictability
+       relative to risk.
+
+    Currency
+       the rate-of-exchange relationship within and among Character
+       Components.
+
+    DFK
+       specific resolution mechanics; see Drama, Fortune, and Karma
+
+    Director Stance
+       the real person determines aspects of the environment relative to the
+       character in some fashion, entirely separately from the character's
+       knowledge or ability to influence events. Therefore the player has
+       not only determined the character's actions, but the context, timing,
+       and spatial circumstances of those actions, or even features of the
+       world separate from the characters. Director Stance is often confused
+       with narration of an in-game event, but the two concepts are not
+       necessarily related.
+
+    The Dream
+       commitment to the imagined events of play, specifically in-game cause
+       and pre-established thematic elements. As a top priority for
+       role-playing, the defining feature of Simulationist play. See my
+       essay [21]Simulationism
+       the right to dream.
+
+    Dysfunction
+       simply, role-playing which is not fun. Most Forge discussions presume
+       that un-fun role-playing is worse than no role-playing.
+
+    Effectiveness (a Character Component)
+       any quantities used to determine success or extent of an action.
+
+    Exploration
+       social and personal imagination, creation of fictional events through
+       communicating among one another.
+
+    The Gamble
+       an application or type of Challenge, based on high risk relative to
+       predictability.
+
+    The Hard Core
+       Gamist play with minimal or even absent Exploration; see Breaking the
+       game, Calvinball, Powergaming, and Turnin'.
+
+    Hybrid
+       role-playing with two identifiable GNS priorities in action;
+       empirically, one is apparently always subordinate to the other, and a
+       threesie game is as yet unknown.
+
+    IIEE
+       Intent, Initiation, Execution, and Effect - how actions and events in
+       the imaginary game-world are resolved in terms of real-world
+       announcement and imaginary order of occurrence.
+
+    Incoherence
+       incompatible combination of GNS priorities, applies by definition to
+       play, but often applied secondarily to game design. Abashedness
+       represents a minor, correctable form of Incoherence.
+
+    The Lumpley Principle
+       "System (including but not limited to 'the rules') is defined as the
+       means by which the group agrees to imagined events during play." The
+       author of the principle is Vincent Baker, see [22]Vincent's standard
+       rant
+       power, credibility, and assent and [23]Player power abuse.
+
+    Metagame (general) - all aspects of play that concern non-Explorative
+    matters or priorities; in terms of my layered model, Social Contract and
+    GNS (creative agenda).
+
+    Metagame (a Character Component)
+       all positioning and behavioral statements about the character, as
+       well as player rights to over-ride the existing Effectiveness rules.
+
+    Metagame mechanics
+       where System and Social Contract meet, without Exploration as the
+       medium.
+
+    "Munchkin"
+       a derogatory term used in several different ways, including by
+       non-Gamists vs. Gamists in general, by Hard Core or heavy-Step
+       Gamists vs. Wimps, and by high-Exploration Gamists vs. Hard Core
+       play.
+
+    Powergaming
+       a potentially dysfunctional technique of Hard Core Gamist play,
+       characterized by maximizing character impact on the game-world or
+       player impact on the dialogue of play by whatever means available.
+
+    Resource (a Character Component)
+       any available usable pool upon which Effectiveness or Metagame
+       mechanics may draw, or which are reduced to reflect harm to the
+       character.
+
+    Reward System
+       enjoyability payoff that prompts further play, usually expressed in
+       Explorative terms but not restricted to Exploration.
+
+    Screen Time
+       the extent of attention afforded to a given player's Explorative
+       contributions from the other participants.
+
+    Social Context
+       positioning of one's role-playing hobby relative to other humans
+       outside one's gaming group, whether they are role-players or not. See
+       [24]Social context.
+
+    Social Contract
+       all interactions and relationships among the role-playing group. All
+       role-playing is a subset of the Social Contract.
+
+    Stakes
+       what stands to be lost and/or gained during Gamist play; the term may
+       be applied at either or both Step on Up or Challenge levels of play.
+
+    Stance
+       cognitive position of real person to fictional character (see Author,
+       Actor, and Director Stance definitions). Coined by the RFGA on-line
+       discussions.
+
+    Step On Up
+       social assessment in the face of risk. As a top priority of
+       role-playing, the defining feature of Gamist play.
+
+    Story Now
+       producing, heightening, and resolving a Premise. As a top priority of
+       role-playing, the defining feature of Narrativist play.
+
+    System (character creation, resolution including IIEE, reward system,
+    metagame mechanics)
+       the means by which imaginary events are established during play (see
+       the Lumpley Principle).
+
+    Turnin'
+       a potentially dysfunctional technique of Hard Core Gamist play,
+       characterized by treating one another's characters as the primary
+       source of Challenge.
+
+    Wimpiness
+       a dysfunctional form of Gamism characterized by poor sportsmanship,
+       i.e., the unwillingness to accept a loss.
+
+    The Forge created and administrated by [25]Clinton R. Nixon and [26]Ron
+    Edwards.
+    All articles, reviews, and posts on this site are copyright their
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