references/narr_essay.txt
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+                             Narrativism: Story Now
+
+   by Ron Edwards <[8]sorcerer@sorcerer-rpg.com>
+   Copyright 2003 Adept Press
+
+   Acknowledgments are due to Mike Holmes, Ralph Mazza, Christopher Kubasik,
+   Jesse Burneko, Paul Czege, Clinton R. Nixon, Vincent Baker, Seth Ben-Ezra,
+   M. J. Young, Chris Chinn, Pete Darby, Gordon C. Landis, Walt Freitag, and
+   Matt Snyder for comments on the first draft of this essay. All mistakes or
+   misattributions should be considered my responsibility.
+
+   This is the third of three essays building upon the topics addressed in
+   "GNS and other matters of role-playing theory"
+   ([9]http://www.indie-rpgs.com/articles/1/). The previous two essays were
+   "Simulationism: The Right to Dream"
+   ([10]http://www.indie-rpgs.com/articles/15/), and "Gamism: Step On Up"
+   ([11]http://www.indie-rpgs.com/articles/21/). This series' purposes are to
+   clarify the original essay and to develop and incorporate insights from
+   discussions at the Forge.
+
+   This one is about Narrativist play, which is simultaneously the least and
+   most problematic of the Creative Agendas I've described. It's incredibly
+   easy in application, and the most difficult for discussion. I think that
+   this difficulty lies mainly in some of the peculiarities of
+   role-player/gamer culture, entrenched in the history of the hobby, rather
+   than any particular logical or cognitive hitches in the mode of play
+   itself.
+
+   In the first two essays, I began presenting an overall model of
+   role-playing, but piecemeal and in stumbling verbal form. As of this
+   writing, I've finished that model, and it is included here as well. It's a
+   bit out of place, being more of a capstone or umbrella to the three essays
+   rather than an intrinsic piece of the Narrativist one. More complete
+   discussions about it may also be found in "The whole model - this is it"
+   ([12]http://www.indie-rpgs.com/viewtopic.php?t=8655).
+
+History of the term
+
+   The Threefold Model for role-playing included the term Dramatism, as
+   presented by John Kim at his Threefold Model
+   ([13]http://www.darkshire.net/~jhkim/rpg/theory/) webpage. When I learned
+   about the Threefold, I'd already been thinking about stuff I'd later call
+   Currency and also about Jonathan Tweet's discussion of resolution
+   presented in Everway. The basic notion of the Threefold impressed me: it
+   was time to talk about goals and priorities independently of everything
+   else, then to see whether everything else flowed to and from them. This
+   was at the time that Sorcerer was making its small way into commerce, so
+   the mailing list was the place for our first discussions; most of them are
+   archived at the Sorcerer website ([14]http://www.sorcerer-rpg.com).
+
+   At this point, since "Drama" as a resolution category in Tweet's schema
+   and "Dramatism" as a goals-category in the Threefold referred to two
+   different things, I decided that the names were confusing. Going by which
+   set of ideas was first presented (Tweet's), I changed Dramatism to
+   Narrativism. This terminological change was limited to discussions on the
+   Sorcerer mailing list and later at the Gaming Outpost.
+
+   However, our use of the terms and ideas on the Sorcerer mailing list took
+   on its own character almost immediately, such that in my first essay
+   "System Does Matter" ([15]http://www.indie-rpgs.com/articles/11/), "story"
+   was already its own distinct, process-oriented term.
+
+   The biggest change in my thinking about role-playing is represented in the
+   essay "GNS and other matters of role-playing theory"
+   ([16]http://www.indie-rpgs.com/articles/1/), in which the concept of
+   Exploration becomes the underlying foundation for the three modes or goals
+   of play. This new picture was startling: (1) potential story elements were
+   now considered present for all three modes play, and (2)Narrativism now
+   appeared to be a mirror image or twin sibling of Gamism, counter to older
+   impressions shared by me and anyone else who ever wrote about role-playing
+   that Gamism was the odd man out.
+
+   I've tried to emphasize this new outlook throughout these three supportive
+   essays. Whereas I think most people think of Gamism with (or synonymous
+   with) its Hard Core variant over in one ballpark, with Simulationism
+   containing an internal "story" variant in another ballpark, my concepts
+   are radically different. I hope to make this picture, and its
+   implications, entirely clear in this essay.
+
+The foundation: Exploration and more
+
+   Here's the big ol' model for role-playing that the previous two essays
+   sort of fumbled at. Notice that "rules" are absent; I now consider "rules"
+   simply to mean text, which may be about anything you find in the model.
+   The brackets are very important: if B relates to A as [A[B]], then B is
+   considered a part, application, version, or expression of A.
+
+   [Social Contract]. Social Contract encompasses everything else about
+   role-playing. If these people happen to be role-playing together, then
+   Social Contract crucially includes "Let's play this game." This crucial
+   element is what's further subdivided throughout the rest of this model.
+
+   [Social Contract [Exploration]]. Exploration means "shared imaginings."
+   The sharing has to be explicit and agreed upon, usually through the spoken
+   word although any form of communication counts. The imaginings have to be
+   the subject that is shared, which is why me reading aloud to my wife does
+   not constitute Exploration. We are independently imagining based on the
+   spoken word, but neither she nor I is telling the other what we imagine
+   from that point. Exploration means that such communication is occurring.
+
+   The five elements of Exploration are interdependent: Character + Setting
+   make Situation, System permits Situation to "move," and Color affects all
+   the others. This concept applies only to the imaginary causes among the
+   elements; the real people's actual priority or cause among these things,
+   in social and creative terms, varies widely. See my essay "GNS and other
+   matters of role-playing theory"
+   ([17]http://www.indie-rpgs.com/articles/1/) for more about these elements.
+
+   [Social Contract [Exploration [Creative Agenda]]]. Creative Agenda is the
+   blanket term for people's demonstrated goals and desired feedback during
+   play. In the past, I called it "GNS." Since all of this is enclosed in
+   Social Contract, GNS-stuff is not only "what I want" but also "what I want
+   from role-playing with this group of people." Since Exploration
+   necessarily includes System, that means, as soon as we start talking about
+   Creative Agenda, real play has begun.
+
+   On paper, I draw this term as an arrow, because this "step" or "level" in
+   my model shifts out of the abstract and solidly into this group, playing
+   this game, this way, at this time. The model instantly ceases to be a
+   broad overview and becomes a diagnostic or description of a real
+   play-experience among real people. Unless you are thinking of such a case,
+   you will be left flailing at this point in the discussion.
+
+   [Social Contract [Exploration [Creative Agenda --> [Techniques]]]]. The
+   panoply of Techniques being employed over time either satisfy or fail to
+   satisfy one or more Creative Agendas. Techniques include IIEE,
+   Drama/Karma/Fortune, search time & handling time, narration apportioning,
+   reward system, points of contact, character components, scene framing,
+   currency among the character components, and much more. Each of these
+   terms represents a range of potential play-methods. I consider the two
+   most important Techniques to be reward system and IIEE (see glossary).
+
+   Techniques may be thought of as directly expressing the more abstract
+   concept of System (way up in Exploration), except that System doesn't
+   exist all by itself - it's fully integrated with the other components of
+   Exploration. But if you keep that in mind, then yes, the arrow represented
+   by Creative Agenda can indeed be "shot" from the bow of System.
+
+   Techniques do not map 1:1 to Creative Agenda, but combinations of
+   Techniques do support or obstruct Creative Agendas.
+
+   [Social Contract [Exploration [Creative Agenda --> [Techniques
+   [Ephemera]]]]]. Ephemera refers to the smallest-scale interactions and
+   activities of role-playing: anything that gets factored into or is
+   expressed by play in the space of a few seconds. As with every level/box
+   so far, fairly extensive combinations of Ephemera express or apply to one
+   or more Techniques. They are the internal anatomy, if you will, of
+   Techniques and hence (conceptualizing upward) of System.
+
+   Ephemera include individual Stances, in-character vs. out-of-character
+   diction and dialogue, referring to texts, sound effects, taking or
+   referring to notes, kibitzing, laughing, praise or disapproval, showing
+   pictures, and anything similar.
+
+   Understanding any Creative Agenda, in this case Narrativism, means
+   examining its potential roles and expressions in the whole model.
+   Narrativism's little code phrase for that purpose is "Story Now."
+
+  Story
+
+   Long ago, I concluded that "story" as a role-playing term was standing in
+   for several different processes and goals, some of which were
+   incompatible. Here's the terms-breakdown I'll be using from now on.
+
+   All role-playing necessarily produces a sequence of imaginary events. Go
+   ahead and role-play, and write down what happened to the characters, where
+   they went, and what they did. I'll call that event-summary the
+   "transcript." But some transcripts have, as Pooh might put it, a "little
+   something," specifically a theme: a judgmental point, perceivable as a
+   certain charge they generate for the listener or reader. If a transcript
+   has one (or rather, if it does that), I'll call it a story.
+
+   Let's say that the following transcript, which also happens to be a story,
+   arose from one or more sessions of role-playing.
+
+   Lord Gyrax rules over a realm in which a big dragon has begun to ravage
+   the countryside. The lord prepares himself to deal with it, perhaps trying
+   to settle some internal strife among his followers or allies. He also
+   meets this beautiful, mysterious woman named Javenne who aids him at
+   times, and they develop a romance. Then he learns that she and the dragon
+   are one and the same, as she's been cursed to become a dragon periodically
+   in a kind of Ladyhawke situation, and he must decide whether to kill her.
+   Meanwhile, she struggles to control the curse, using her dragon-powers to
+   quell an uprising in the realm led by a traitorous ally. Eventually he
+   goes to the Underworld instead and confronts the god who cursed her, and
+   trades his youth to the god to lift the curse. He returns, and the curse
+   is detached from her, but still rampaging around as a dragon. So they slay
+   the dragon together, and return as a couple, still united although he's
+   now all old, to his home.
+
+   The real question: after reading the transcript and recognizing it as a
+   story, what can be said about the Creative Agenda that was involved during
+   the role-playing? The answer is, absolutely nothing. We don't know whether
+   people played it Gamist, Simulationist, or Narrativist, or any combination
+   of the three. A story can be produced through any Creative Agenda. The
+   mere presence of story as the product of role-playing is not a GNS-based
+   issue.
+
+Story Now
+
+   Story Now requires that at least one engaging issue or problematic feature
+   of human existence be addressed in the process of role-playing. "Address"
+   means:
+
+     * Establishing the issue's Explorative expressions in the game-world,
+       "fixing" them into imaginary place.
+
+     * Developing the issue as a source of continued conflict, perhaps
+       changing any number of things about it, such as which side is being
+       taken by a given character, or providing more depth to why the
+       antagonistic side of the issue exists at all.
+
+     * Resolving the issue through the decisions of the players of the
+       protagonists, as well as various features and constraints of the
+       circumstances.
+
+   Can it really be that easy? Yes, Narrativism is that easy. The Now refers
+   to the people, during actual play, focusing their imagination to create
+   those emotional moments of decision-making and action, and paying
+   attention to one another as they do it. To do that, they relate to "the
+   story" very much as authors do for novels, as playwrights do for plays,
+   and screenwriters do for film at the creative moment or moments. Think of
+   the Now as meaning, "in the moment," or "engaged in doing it," in terms of
+   input and emotional feedback among one another. The Now also means "get to
+   it," in which "it" refers to any Explorative element or combination of
+   elements that increases the enjoyment of that issue I'm talking about.
+
+   There cannot be any "the story" during Narrativist play, because to have
+   such a thing (fixed plot or pre-agreed theme) is to remove the whole
+   point: the creative moments of addressing the issue(s). Story Now has a
+   great deal in common with Step On Up, particularly in the social
+   expectation to contribute, but in this case the real people's attention is
+   directed toward one another's insights toward the issue, rather than
+   toward strategy and guts.
+
+Say it yourself
+
+   I receive a lot of emails like this one from Landon Darkwood:
+
+   I think I may have had a revelation.
+
+   ... In your Simulationism essay, you have this: "'Story,' in this context,
+   refers to the sequence of events that provide a payoff in terms of
+   recognizing and enjoying the genre during play."
+
+   Is this the key to distinguishing the [Narrativist vs. Simulationist] play
+   modes? My intepretation of this statement is that in Simulationist gaming,
+   a long and complex story might come about and be part of play, but only
+   for the express purpose of bringing about all the appropriate genre
+   elements in the game as part of the internal consistency of the Dream.
+   i.e., a Sim game Colored with elements from Chinese wuxia movies might
+   have a multilayered story involving class conflict, people being trapped
+   by their social position, repressed romance, heavy action, a sorcerer and
+   his eunuch henchmen - but these are all trappings of the genre. So, their
+   inclusion in the game, part and parcel as they are to the Dream, isn't
+   Narrativist because no one is creating a theme that isn't already there.
+   In other words, it's just played out as the Situation part of the
+   Exploration; because the Dream calls for it, there just so happens to be a
+   kind of intricacy involved.
+
+   In Narrativism, by contrast, the major source of themes are the ones that
+   are brought to the table by the players / GM (if there is one) regardless
+   of the genre or setting used. So, to sum up, themes in Nar play are
+   created by the participants and that's the point; themes in Sim play are
+   already present in the Dream, reinforced by the play, and kind of a
+   by-product.
+
+   Am I on this now?
+
+   "In a word," I replied, "Yes."
+
+   Narrativism has a single definition, but it's difficult to articulate for
+   people grappling with muddled RPG terminology. As far as I was concerned,
+   not only had I presented what Landon said in "GNS and other matters of
+   role-playing theory" ([18]http://www.indie-rpgs.com/articles/1/), I'd
+   repeated it dozens of times in forum discussions. In fact, I'd said it in
+   the message to Landon that immediately preceded this reply. But he had to
+   say it himself, with his own use of words like "just" and "genre." I am
+   now convinced, after many such exchanges, that an "experienced"
+   role-player comes to this conclusion only by working it out in his or her
+   own terms and examples.
+
+  Premise
+
+   How is this done, actually, in play? It relies on the concept of something
+   called Premise and its relationship to an emergent theme.
+
+   I already snuck Premise past you: it's that "problematic issue" I
+   mentioned. I've taken the term from The Art of Dramatic Writing by Lajos
+   Egri. In reading what follows, bear in mind that he is discussing the
+   process of writing, not an existing playscript or a performance:
+
+   ... every good premise is composed of three parts, each of which is
+   essential to a good play. Let us examine "frugality equals waste." The
+   first part of this premise suggest character - a frugal character. The
+   second part, "leads to," suggests conflict, and the third part, "waste,"
+   suggests the end of the play. ...
+
+   A good premise is a thumbnail synopsis of your play. [examples follow,
+   including "Egotism leads to loss of friends." - RE]
+
+   ... What is wrong, then? What is missing?
+
+   The author's conviction is missing. Until he takes sides, there is no
+   play. Does egotism lead to loss of friends? Which side will you take? We,
+   the readers or spectators of your play, do not necessarily agree with your
+   convictions. Through your play you must therefore prove to us the validity
+   of your contention.
+
+   A protagonist is not "some guy," but rather "the guy who thinks THIS, and
+   does something accordingly when he encounters adversity." Stories are not
+   created by running some kind of linear-cause program, but rather are
+   brutally judgmental statements upon the THIS, as an idea or a way of
+   being. That judgment is enacted or exemplified in the resolution of the
+   conflict, and a conviction that is proved to us (as Egri says),constitutes
+   theme. Even if we (the audience) disagree with it, we at least must have
+   been moved to do so at an emotional level.
+
+   I think that any reliable means of story-writing, in any medium, conforms
+   to Egri's principles. They may seem simplistic: the burning passion of the
+   protagonist directly expresses a burning passion of the author's, who uses
+   the plot as a polemic to demonstrate it. However, "Why Johnny shouldn't
+   smoke dope" is only the starting point. More nuanced, ambiguous, and
+   insightful applications arise insofar as more nuanced, ambiguous, and
+   insightful authors and audiences are involved.
+
+   I said earlier that any role-playing can produce a story, and that's so.
+   But Narrativist role-playing is defined by the people involved placing
+   their direct creative attention toward Premise and toward birthing its
+   child, theme. It sounds simple, and in many ways it is. The real variable
+   is the emotional connection that everyone at the table makes when a
+   player-character does something. If that emotional connection is
+   identifiable as a Premise, and if that connection is nurtured and
+   developed through the real-people interactions, then Narrativist play is
+   under way. Some nuances:
+
+     * "Character does something" can mean foreshadowing, flashback, and
+       anything in between. It can mean the character is just thinkin' about
+       it, or it can mean the character flat-out does it. As long as the
+       fictional character is brought into the perceptions and possible
+       emotional responses of the other people at the table, then it counts.
+
+     * It doesn't matter whether the character fictionally "meant" to do the
+       action, premeditated it, or acted on-the-spot.
+
+     * In stories (unlike real life), the character's immediate environment
+       is kind of a weird sidekick, who sometimes acts in the character's
+       favor and sometimes against him or her. "Character does something"
+       often includes this sidekick's behavior.
+
+     * "Identifiable" means assessing how the players treat one another
+       during the process, socially.
+
+   From my essay "GNS and related matters of role-playing theory"
+   ([19]http://www.indie-rpgs.com/articles/1/):
+
+   Narrativist Premises focus on producing Theme via events during play.
+   Theme is defined as a value-judgment or point that may be inferred from
+   the in-game events. My thoughts on Narrativist Premise are derived from
+   the book The Art of Dramatic Writing by Lajos Egri, specifically his
+   emphasis on the questions that arise from human conundrums and passions of
+   all sorts.
+
+     * Is the life of a friend worth the safety of a community?
+
+     * Does love and marriage override one's loyalty to a political cause?
+
+     * And many, many more - the full range of literature, myth, and stories
+       of all sorts.
+
+   Narrativist Premises vary regarding their origins: character-driven
+   Premise vs. setting-driven Premise, for instance. They also vary a great
+   deal in terms of unpredictable "shifts" of events during play. The key to
+   Narrativist Premises is that they are moral or ethical questions that
+   engage the players' interest. The "answer" to this Premise (Theme) is
+   produced via play and the decisions of the participants, not by
+   pre-planning.
+
+     * A possible Narrativist development of the "vampire" initial Premise,
+       with a strong character emphasis, might be, Is it right to sustain
+       one's immortality by killing others? When might the justification
+       break down?
+
+     * Another, with a strong setting emphasis, might be, Vampires are
+       divided between ruthlessly exploiting and lovingly nurturing living
+       people, and which side are you on?
+
+   I'm still saying the same thing. But now, I've returned to my earlier
+   usage; it's the only meaning for the term "Premise" in my model.
+
+   That bit about moral and ethical content is merely one of those
+   personalized clincher-phrasings that some people find helpful. It helps to
+   distinguish a Premise from "my guy fought a dragon, so that's a conflict,
+   so that's a Premise" thinking. However, if these terms bug you, then say,
+   "problematic human issue" instead.
+
+   Egri presents his Premises as flat statements, and I state them as
+   questions. Using the question form isn't changing anything about what Egri
+   is saying. Premise must pose a question to the real people, creator and
+   audience alike. The fictional character's belief in something like
+   "Freedom is worth any price" is already an implicit question: "Is it
+   really? Even when [insert Situation]?" Otherwise it will fail to engage
+   anyone.
+
+   Egri's statement-construction is very useful for the single author faced
+   with a blank sheet of paper, with the goal at hand being a finished
+   script. The audience will see the play, not the process of creation.
+   However, in the role-playing medium, not only are there multiple authors,
+   but the audience is also composed of these same authors, and their
+   appreciation of the material occurs simultaneously with the significant
+   creative decisions. Therefore, the Premise's imaginary resolution is up
+   for grabs among the group in role-playing, just as it is up for grabs
+   within the author's own head before the play reaches final draft. In the
+   latter case, the jump to "the point" is swift and hopefully certain; in
+   the former case, the new medium, it is anything but. I phrase it as a
+   question for role-playing, to indicate that everyone involved has his or
+   her fair crack at it as one of the authors.
+
+   From Robin Laws' essay "The Literary Edge," published in Over the Edge
+   (Atlas Games, 1992):
+
+   OTE is, among other things, an attempt to further the development of
+   role-playing as art. GMs will find it fruitful to approach decisions as an
+   artist creating a collaborative work with players. The idea of
+   collaboration is important: the GM is not a "storyteller" with the players
+   as audience, but merely a "first among equals" given responsibility for
+   the smooth progress of the developing story.
+
+   ... The GM is not a movie director, able to order actors to interpret a
+   script a given way. Instead, he should be seeking ways to challenge PCs,
+   to use plot development to highlight aspects of their character, in hopes
+   of being challenged in return.
+
+   ... For years, role-players have been simulating fictional narratives the
+   way wargamers recreate historical military engagements. They've been
+   making spontaneous, democratized art for their own consumption, even if
+   they haven't seen it in those terms. Making the artistry conscious is a
+   liberating act, making it easier to emulate the classic tales that inspire
+   us. Have fun with it, and enjoy your special role in aesthetic history -
+   it's not everybody who gets to be a pioneer in the development of a new
+   art form.
+
+   Egri's Premise, meet role-playing. Oh, I can quibble ... instead of the
+   word "conscious," I prefer "mindful," and I think that "emulate the
+   classic tales" is a bit simplistic, but never mind. The point is, if you
+   want a Narrativist Manifesto from one of the great minds of role-playing,
+   then there you go.
+
+   Here's a bit more about that theme business. Think of it as the conclusive
+   "uh!" that may accompany the climax and resolution of a story. It's
+   uttered by the playwright as he hits a certain key or scribes a certain
+   sentence, by the audience members at a certain point as they view the
+   play, and by role-players in both capacities during the session, often
+   simultaneously.
+
+   From the discussion of themes in the chapter "The Art of Storytelling" in
+   Demon's Lair: the "God" Guide (Lasalion Games, 2002):
+
+   The theme is the idea that you wish to explore in the story. It brings
+   unity to the story and is explored throughout the story by the actions of
+   the players and the main characters. Even the obstacle or conflict that
+   forms the plot usually resonates with the theme. It is the thread that
+   ties everything together and usually teaches the players something.
+
+   Substitute Premise for theme, and theme for the "something," and that's
+   just about right. I especially like the implied causality: (1) the actions
+   of the players (2) teach the players something, which becomes non-circular
+   when play actually addresses Premise. Unfortunately, few other features of
+   Demon's Lair, including the example which follows the above text, are
+   consistent with this point, and most are wildly at odds with it.
+
+   More insights about theme are available in Chris Chinn's article "The
+   power of myth" in Daedalus #1, in which the word "theme" may be
+   substituted for "myth" throughout.
+
+  The other way: pastiche
+
+   What happens when you want a story but don't want to play with Story Now?
+   Then the story becomes a feature of Exploration with the process of play
+   being devoted to how to make it happen as expected. The participation of
+   more than one person in the process is usually a matter of providing
+   improvisational additions to be filtered through the primary
+   story-person's judgment, or of providing extensive Color to the story.
+   Under these circumstances, the typical result is pastiche: a story which
+   recapitulates an already-existing story's theme, with many explicit
+   references to that story.
+
+   Is pastiche necessarily bad and evil? No. Is non-pastiche necessarily
+   incredibly good? No.
+
+   Here's a little dialogue between me and one of the first-draft readers of
+   this essay:
+
+   Jesse: Now we come to a point of personal confusion. Pastiche. I still
+   don't get it, in any medium. If the Situation involves "...class conflict,
+   people being trapped by their social position, repressed romance..." and
+   the GM lets the players resolve it anyway they like, then how is that not
+   Narrativist?
+
+   Me: It is Narrativist. What you're describing is not pastiche, or more
+   clearly, it typically does not produce pastiche. The key is the "resolve
+   it any way they like" part.
+
+   Jesse: Similarly if I'm writing a story and I make a check-list of items I
+   feel like I "need" to include to tell the "kind of" story I want to tell,
+   and I have a character experience and resolve those things, then how have
+   I not written a new story?
+
+   Me: You have. What you're missing is that pastiche does not do this at all
+   - instead, it references existing works in order to re-invoke what they,
+   originally, provided for the reader/viewer, rather than doing it on its
+   own. Die Hard is an outstanding movie. Passenger 57 stinks on ice. Why?
+   Because Passenger 57 is only enjoyable if it reminds you, successfully, of
+   Die Hard. Same goes for Broken Arrow, Con Air, and a slew of similar
+   films. [Disclosure: I do enjoy many of these films, on the basis of the
+   "reminder" alone. - RE]
+
+   And it's not a matter of "who does it first." Die Hard works because it
+   nails its Premise, with the explosions and one-liners all being supportive
+   of that goal. The other movies fail to provide Premise of their own,
+   merely using the explosions and one-liners to remind you of Die Hard, and
+   by (putative) extension, tapping into Die Hard's Premise through
+   association alone.
+
+   Jesse: I guess I'm having trouble resolving a couple of things. Either I
+   can't imagine the items listed above being included in the absence of
+   Premise or I'm too stuck on the idea that there's nothing new under the
+   sun. I mean how many romantic comedies are written off the premise, "true
+   love can only be found by putting aside petty differences." Are you saying
+   that 90% of romantic comedies are just pastiche? And if you are saying
+   that, then aren't you putting kind of a tall order up if for something to
+   be Narrativist it has to say something totally unique that no one has ever
+   said before?
+
+   Huh, I just noticed that I did shift focus from repetition of elements
+   that express a Premise to repetition of Premise itself, so maybe that has
+   something to do with my confusion.
+
+   Me: Yes, it does. With any luck my text above has helped. It's not the
+   "new-ness" of the Premise or theme, it's its presence and power in the
+   particular story. Pastiche has no such presence or power, just reminders
+   of them in other stories through common motifs. Many romantic comedies are
+   indeed pastiche (some of them quite clever), but a certain number of them
+   are not - and whether they say the same thing as, say, Gentlemen Prefer
+   Blondes or The Devil and Miss Jones is irrelevant. The point is whether
+   they as self-contained stories actually do say it, or anything at all.
+
+   Jesse: I'm just still a little confused between Narrativism and
+   Simulationism where the Situation has a lot of ethical/moral problems
+   embedded in it and the GM uses no Force techniques to produce a specific
+   outcome. I don't understand how Premise-expressing elements can be
+   included and players not be considered addressing a Premise when they
+   can't resolve the Situation without doing so.
+
+   Me: There is no such Simulationism. You're confused between Narrativism
+   and Narrativism, looking for a difference when there isn't any.
+
+   My final point for this issue is that creating pastiche is primarily a
+   form of fandom, pure homage to an existing body of work. Most High Concept
+   Simulationist play gravitates toward it, and some game texts are
+   explicitly about nothing else.
+
+Issues on the table
+
+   I submit that playing in the Narrativist mode is just as intuitive and
+   instantly understood by most people as Gamist play. Not everyone agrees.
+
+  Two sources of resistance and confusion
+
+   The most difficult aspect of writing this essay is the presence of two
+   distinct problematic audiences, neither of which I realized existed when I
+   first wrote System Does Matter ([20]http://www.indie-rpgs.com/articles/1).
+   - Role-players who greatly value the story quality of their transcripts,
+   but don't play Narrativist to make them. It's often painful for them to
+   be, as they see it, relegated to Simulationist play (usually Exploration
+   of Situation). "We create stories too, dammit!" - Role-players who play
+   Narrativist already, but who think what I'm describing must be harder or
+   more abstract than it is. Since they can identify Exploration of Character
+   and Situation in their play preferences, they think they must be playing
+   Simulationist. "That's Narrativist? But we do that, using a plain old
+   well-known role-playing game - it can't be Narrativist!"
+
+   The first problem these audiences pose for me is that any point, example,
+   or clarification I make that's specific to one of them is automatically
+   misleading for the other.
+
+   The second problem is that, when I say Not Narrativist to the first, and
+   when the second mistakenly says Not Narrativist to me, then Narrativism as
+   a label gets misconstrued as "how Ron himself plays."
+
+   I can't afford giving special consideration to these outlooks in this
+   essay. Otherwise I'd have to write three separate essays, two of them
+   piece-by-piece dismantling the respective bugaboos, and one "everyone else
+   essay." I've decided to reserve the customized discussions for the on-line
+   forums.
+
+  What it ain't
+
+   The following misunderstandings only arise from exposure to the
+   role-playing subculture, as distinct from the activity. I'll have more to
+   say about that later in the essay.
+
+    1. The so-called Storyteller rules-set is not especially, nor even
+       partly, facilitative toward Narrativist play. Furthermore, I have
+       observed only a decided minority of White Wolf play that can be called
+       Narrativist, usually involving considerable rules-Drift.
+
+   2 (related). Adhering to published metaplot which is intended to surprise
+   and involve players in tandem with their characters, or any similar
+   one-hand-on-rudder for the crucial story decisions, will not facilitate
+   Narrativist play.
+
+    1. The number of textual rules involved, as well as how much the rules
+       must be consulted during play, are irrelevant. "Narrativist? Must be
+       rules-light!" is just one of those little humps to get over.
+
+    2. Focusing on single Techniques to define Narrativism will not yield
+       understanding. For instance, Drama resolution is not in and of itself
+       Narrativist. Nor are the common use of improvisation, trading of
+       narration, and overt Director stance, in and of themselves,
+       Narrativist play.
+
+    3. Issues of "consciousness" in terms of Premise are collectively a
+       complete red herring. People daily address Premise without
+       self-reflecting, both as audience and authors. There's no special need
+       to say to one another, "This is the Premise" in order to be playing
+       Narrativist. Laws' term "conscious" and my "mindful" only refer to the
+       attention to and social reinforcement of the process - not to
+       self-analytical or abstract discussion about the content.
+
+    4. Narrativist play doesn't force a "separation" from the imaginative
+       commitment to the role-playing. As the whole medium of Creative Agenda
+       is Exploration, you don't have to diminish Exploration at all during
+       Narrativist play. It is instead focused and heightened as the
+       mechanism for addressing Premise.
+
+    5. Depth and profundity of the Premise and/or theme are false variables.
+       The key issue is whether participants care enough to produce a point,
+       not whether the point is deep.
+
+Fundamental Techniques
+
+  People's creative roles: what you do
+
+   Narrativist play makes special use of the general role-playing principle
+   that the participants are simultaneously authors and audience. The common
+   metaphor of improvisational jazz applies quite well, better than any other
+   medium-comparison. "Entertainment," in role-playing in general and in
+   Narrativist play especially, does not flow from playwright to script to
+   production team to audience. Instead, the shared-imagining act = the
+   shared-performance act = the entertainment = the audience feedback.
+
+   Role-playing texts are consistently very confusing about how conflicts and
+   resolutions are established in play, especially in games whose mechanics
+   and some features of their instructions suggest Narrativist play. "Prep
+   and plan carefully! But story never goes as planned, so be ready to change
+   and improvise!" What's that supposed to mean, from a Narrativist
+   perspective?
+
+   I grappled with this in my own work - from the chapter "Fantastic
+   Adventure" in Sorcerer & Sword (Adept Press, 2001, author is Ron Edwards):
+
+   The doctrine for Sorcerer & Sword relies ... on the following idea: -
+   Playing this game, for all concerned, means creating stories about one or
+   more heroic protagonists. - The player produces the protagonist's
+   decisions and thus directly creates the story. - The GM makes it possible
+   for such play to occur, and therefore has great power over events in the
+   game world. However, he or she does not determine the protagonists'
+   actions, and must fully respond to those actions when they do occur.
+
+   Therefore, the GM cannot be considered "the narrator" or "the storyteller"
+   in any way, shape, or form. Such an entity exists as the outcome of the
+   GM-player interface and continuing creativity. His or her arbitrative role
+   in game events, as well as most of the Director power over time and space,
+   do remain. But the purpose of that role is inspiring and facilitating, not
+   dictating.
+
+   That text is specific to Sorcerer, so it needs expanding into what the
+   term "GM" means in the first place, and how the answer is subordinate to
+   Creative Agenda - and in fact, is nothing more nor less than a Techniques
+   question for role-playing in general.
+
+   I suggest that considering "the GM" to be either (a) necessarily one
+   person or (b) a specific and universally-consistent role is badly mistaken
+   - we are really talking about a set of potential behaviors (roles, tasks,
+   whatever) which may be independently centralized within or distributed
+   across a group of people. Here are some of those GM behaviors, roles, and
+   tasks: - rules-applier and interpreter, as in "referee" - in-game-world
+   time manager - changer of scenes - color provider - ensurer of protagonist
+   screen time - regulator of pacing (in real time) - authority over what
+   information can be acted upon by which characters - authority over
+   internal plausibility - "where the buck stops" in terms of establishing
+   the Explorative content - social manager of who gets to speak when
+
+   A given role-playing experience must have these things - there is no such
+   thing as "GM-less" play. But which of these require(s) enforcing varies
+   greatly, as does whether they are concentrated into a particular person,
+   and as does whether that person is openly acknowledged as such. What
+   matters for Narrativist play, however, isn't any specific point in the
+   diversity-matrix of these variables - it's about what the person (or
+   persons) currently in the GM-role is responsible for.
+
+   From Maelstrom (Hubris Games, 1997, author is Christian Aldridge):
+
+   Narrative Tools
+
+   ... The whole premise of role-playing is the freedom the players have to
+   take their characters in whatever direction they want. It is important to
+   maintain this free will, and not lead the players with a heavy hand down a
+   course only the narrator controls. Though the narrator may tell a good
+   story, it loses the rich creative spirit of role-playing if the players
+   have little say in what happens.
+
+   Putting aside the synecdoche ("the whole premise," etc), two key features
+   show up in this passage as well as in the whole of the Maelstrom game
+   text. (1) No mention is made whatever of seeming to grant player control -
+   it's real freedom he's talking about. (2) The freedom is specifically over
+   what the character thinks is right and decides to do: the goal he or she
+   brings into the current imaginary situation. The GM ("narrator" in this
+   case) cannot wield any authority over what the characters are supposed to
+   want, which therefore extends to a similar lack of authority over how any
+   conflict during play is supposed to turn out.
+
+   From Christopher Kubasik's Interactive Toolkit series of essays (1995,
+   originally published in White Wolf Inphobia #50-53):
+
+   So, what are the differences between roleplaying games and Story
+   Entertainments? Let's start with roleplaying's GM (referee, Storyteller,
+   or whatever). This is usually the person who works out the plot, the world
+   and everything that isn't the players'. To a greater or lesser degree, she
+   is above the other players in importance, depending on the group's
+   temperament. In a Story Entertainment, she is just another player.
+   Distinctly different, but no more and no less than any other player. The
+   terms GM and referee fail to convey this spirit of equality. The term
+   Storyteller suggests that the players are passive listeners of her tale.
+   So here's another term for this participant - one that invokes the spirit
+   of Story Entertainment - Fifth Business.
+
+   Fifth Business is a term that originates from European opera companies. A
+   character from Robertson Davies' novel, ... Fifth Business, describes the
+   term this way:
+
+   "You cannot make a plot work without another man, and he is usually a
+   baritone, and he is called in the profession Fifth Business. You must have
+   a Fifth Business because he is the one who knows the secret of the hero's
+   birth, or comes to the assistance of the heroine when she thinks all is
+   lost, or keeps the hermitess in her cell, or may even be the cause of
+   someone's death, if that is part of the plot. The prima donna and the
+   tenor, the contralto and the basso, get all the best music and do all the
+   spectacular things, but you cannot manage the plot without the Fifth
+   Business!"
+
+   This certainly sounds like the GM, but it also makes it clear that he's
+   part of the show, not the show itself.
+
+   Let's call the players Leads. They're not players in the GM's game.
+   They're participants in a story. The Fifth Business has a lot more work to
+   do than do the Leads, changing costumes and shaping the story while it's
+   in progress. But the Leads are equal to the Fifth Business. The Leads must
+   react to the characters, incidents, and information that the Fifth
+   Business offers, just as players must react to what the GM offers in a
+   roleplaying game. But the Fifth Business must always be on his toes and
+   react to what the Leads offer.
+
+   ... The Fifth Business can't decide what the plot is going to be and then
+   run the players through it like mice in a maze. The Leads determine the
+   direction of the story when they create their characters ... What do the
+   characters want? What are their goals? The story is about their attempt to
+   gain those goals. The Fifth Business creates obstacles to those goals.
+
+   [From Part 3, "Character, character, character"]
+
+   As the designer of the character you shouldn't simply depend on the Fifth
+   Business ... to provide you with trouble. You should look for trouble for
+   your character. ...
+
+   Moreover, you know best of all what kind of problems you want for your
+   character. ... in a story entertainment you're not the passive passenger
+   in the gamemaster's roller coaster. You are a co-creator with Fifth
+   Business and the other players of a story.
+
+   [From Part 4, "Running Story Entertainments"]
+
+   Listen to the players, keep in mind the idea of obstacles, mix up volatile
+   characters and objects, and remember you don't have to know where you're
+   going. No roleplaying game ever follows the "path" of the story anyway, so
+   a story entertainment just dismisses the whole notion of adventure. Rather
+   than become frustrated when the characters don't do what they're supposed
+   to, let them lead the story with their Characters' Goals.
+
+   It all comes down to this: a "player" in a Narrativist role-playing
+   context necessarily makes the thematic choices for a given
+   player-character. Even if this role switches around from person to person
+   (as in Universalis), it's always sacrosanct in the moment of decision.
+   "GMing," then, for this sort of play, is all about facilitating another
+   person's ability to do this.
+
+Protagonism
+
+   In all role-playing, the player-character is the lens of the Creative
+   Agenda at work. That's right, I said all role-playing.
+
+     * Simulationist = the character "fits" - its setting, capabilities,
+       outcomes, behavior patterns, and so on, all reinforce the Dream for
+       everyone.
+
+     * Gamist = the character is a direct opportunity for player-strategy.
+       Its construction doesn't hamstring the player (except with agreed-upon
+       handicaps) and permits him or her to Step On Up.
+
+     * Narrativist = the character's predicament is how Premise is seen/felt
+       in full, and what he does, and what happens is how a theme is
+       realized.
+
+   By definition, a character faces "relevant stress" for the Creative
+   Agenda. The term used most often for that is "adversity," and it is
+   required in all three modes of play. Without it, there is no Situation.
+   Without Situation, there's no role-playing, just sitting around and
+   diddling. You can tell when this happens: everyone stops paying attention
+   to one another, and quite likely the one person talking is only paying
+   attention to himself or herself. Adversity, which may come from any
+   participant during play, is the key.
+
+   Now we run into a conceptual tangle. In literary terms, if there's a
+   story, there's one or more protagonists. Since story can arise from any
+   sort of role-playing, then protagonism of the relevant character comes
+   with that, part and parcel. However, "protagonism" at the Forge as
+   discussed most frequently by Paul Czege, tends to focus on very specific
+   processes of play: those which prompt Premise-addressing interest in a
+   given character among all of the real-person participants; in other words,
+   a specifically Narrativist process.
+
+   That's a real terminological conundrum. I shudder at the thought of
+   co-opting the term "protagonist" into anything besides the fictional
+   context of a story, regardless of how it was produced. However, I also
+   want to preserve Paul's point that people may establish emotional,
+   relatively high-stakes connections to other people's player-characters.
+   But neither are restricted to Narrativist play.
+
+   Fortunately, for discussing Narrativist play by itself, the two things are
+   one and the same. Which means I shall happily relegate debate about the
+   term in a larger (all of role-playing) sense to the forums and neatly
+   dodge it for purposes of the essay.
+
+   So let's talk about Narrativist protagonism and how it's established,
+   starting with the adversity. From Sorcerer (Adept Press, 2001, author is
+   Ron Edwards):
+
+   GET TO THE BANGS!
+
+   Bangs are those moments when the characters realize they have a problem
+   right now and have to get moving to deal with it. It can be as simple as a
+   hellacious demon crashing through the skylight and attacking the
+   characters or as subtle as the voice of the long-dead murder victim
+   answering when they call the number they found in the new murder victim's
+   pockets.
+
+   But that needed clarifying, so from Sorcerer & Sword (Adept Press, 2001,
+   author is Ron Edwards):
+
+   Driving with Bangs ... how is the poor GM able to assure any happenings
+   when he or she is no longer the primary author?
+
+   ... It is the GM's job to present and, for lack of a better word, drive
+   Bangs, in the sense of driving a nail or driving something home. In
+   narrative terms, Bangs tend to come as one of the following: [list follows
+   with details; to summarize: crisis to crisis, twist to twist, link to
+   link, locale to locale - RE]
+
+   Ultimately, all of these elements provided by the GM are the same thing: a
+   means for moving from decision to decision on the part of the players.
+   Bangs are always about player-character responses.
+
+   This is why Bangs are not represented by many of the fight scenes or clues
+   in traditional role-playing. Throwing mad hyenas at the player-characters
+   is not a Bang if the only result of the fight is to wander into the next
+   room. Nor is a clue a Bang at all if all it does is show where the next
+   clue may be found. A real Bang gives the player options and requires his
+   or her decision about how to handle it, which in turn reveals and develops
+   the player-character as a hero.
+
+   In Sex & Sorcery (2003), I presented some further terms to represent
+   multiple-person input and some other nuances into the Bang concept: Bobs,
+   Weavings, Crosses, and Openings; all are listed in the glossary following
+   this essay.
+
+   Aside from a lack of adversity, the other issue regarding protagonism is
+   the problem of de-protagonizing, a term coined by Paul Czege.
+   Deprotagonizing literally means to deprive a person of the means to
+   express one of the bulleted points above (depending on the Creative Agenda
+   at hand; Paul is usually discussing Narrativist play). There are dozens of
+   ways to do that, and all of them are grounds for instant breaking of the
+   Social Contract for that play-experience. No one accepts deprotagonization
+   willingly; those bulleted points are heartfelt priorities at the very core
+   of Creative Agenda. As a minor but thought-provoking point, character
+   death is not deprotagonizing if it satisfies the Creative Agenda for that
+   person and group.
+
+   Nearly all of the dysfunctional issues described later in the essay
+   concern deprotagonizing in the context of Narrativist play, which is best
+   defined as Force: the final authority that any person who is not playing a
+   particular player-character has over decisions and actions made by that
+   player-character. This is distinct from information that the GM imparts or
+   chooses not to impart to play; I'm talking about the protagonists'
+   decisions and actions. In Narrativist play, using Force by definition
+   disrupts the Creative Agenda.
+
+   Force techniques include IIEE manipulation, fudged/ignored rolls,
+   perception management, clue moving, scene framing as a form of reducing
+   options, directions as to character's actions using voiced and unvoiced
+   signals, modifying features of various NPCs during play, and authority
+   over using textual rules. The Golden Rule of White Wolf games is, in
+   application, a mandate for Force.
+
+   Force Techniques often include permitting pseudo-decisions, which we can
+   discuss at the Forge if necessary. Also, Force Techniques do vary in how
+   flexible a scene's outcome is permitted to be. Some GMs (to use the
+   classic single-GM context) might do anything up to actually picking up
+   your dice for you in order for you to talk to "that guy," or he might let
+   the characters miss the clue, either 'porting it to another character or
+   letting its absence go ahead and affect the outcome.
+
+System - "it does matter" all over again
+
+   Remember the System "bow" which shoots the Creative Agenda arrow? It must
+   be an active tool. The Explorative Situation must change with verve -
+   anything that introduces ebbs, flows, and unpredictable elements into the
+   real-person decision-making process. That's what System does, whether it's
+   composed entirely of dialogue or relies on pages and pages of probability
+   charts. How does it do it? Through the combinations of Techniques being
+   employed.
+
+   I'll focus on one bit of System: resolution. I'll break it up into
+   Techniques regarding what exactly is being resolved. For Narrativist play,
+   the key is to focus on conflicts rather than tasks. A conflict statement
+   is, "I'm trying to kill him," or, "I'm trying to humiliate him," whereas a
+   task statement is, "I swing my sword at him." (It doesn't matter, by the
+   way, how much in-game time and space are involved; conflict resolution can
+   be "very small" and task resolution can be "very big." We can discuss this
+   more on-line.) I submit that trying to resolve conflicts by hoping that
+   the accumulated successful tasks will turn out to be about what you want,
+   is an unreliable and unsatisfying way to role-play when developing
+   Narrativist protagonism.
+
+   How does this relate to game mechanics? I'll take the most-common example
+   of Fortune systems. The big distinction I want to make is between
+   Fortune-in-the-Middle and the more commonly-understood Fortune-at-the-End.
+   For the record, I think both go back to the very beginning of
+   role-playing; I didn't invent anything by naming them.
+
+   Fortune-at-the-End: all variables, descriptions, and in-game actions are
+   known, accounted for, and fixed before the Fortune system is brought into
+   action. It acts as a "closer" of whatever deal was struck that called for
+   resolution. A "miss" in such a system indicates, literally, a miss. The
+   announced blow was attempted, which is to say, it was also perceived to
+   have had a chance to hit by the character, was aimed, and was put into
+   motion. It just didn't connect at the last micro-second.
+
+   Fortune-in-the-Middle: the Fortune system is brought in partway through
+   figuring out "what happens," to the extent that specific actions may be
+   left completely unknown until after we see how they worked out. Let's say
+   a character with a sword attacks some guy with a spear. The point is to
+   announce the character's basic approach and intent, and then to roll. A
+   missed roll in this situation tells us the goal failed. Now the group is
+   open to discussing just how it happened from the beginning of the action
+   being initiated. Usually, instead of the typical description that you
+   "swing and miss," because the "swing" was assumed to be in action before
+   the dice could be rolled at all, the narration now can be anything from
+   "the guy holds you off from striking range with the spearpoint" to "your
+   swing is dead-on but you slip a bit." Or it could be a plain vanilla miss
+   because the guy's better than you. The point is that the narration of what
+   happens "reaches back" to the initation of the action, not just the
+   action's final micro-second.
+
+   There's a whole spectrum of extreme connect/disconnect between conflict
+   and task. At one end, the task does fail, but the goal fails too, perhaps
+   with a nuance or two. The other end is much wider in interpretative scope:
+   we know the character's goal (killing some guy) doesn't happen, but with
+   those in place, narration takes over to provide all the events involved.
+   Applying different judgments along this spectrum, for different parts of
+   play, is a big deal in games like Dust Devils, Trollbabe, Sorcerer, and
+   HeroQuest. In Sorcerer, failing a dice roll means failing the goal, almost
+   always due to failing at the task; in Dust Devils, certain card outcomes
+   dictate that you fail at the goal, but whether the task failed or
+   succeeded within that context is entirely up for grabs and determined by
+   that scene's designated narrator. HeroQuest and Trollbabe permit the group
+   to customize between these extremes as they see fit for that scene.
+
+   Fortune-in-the-Middle as the basis for resolving conflict facilitates
+   Narrativist play in a number of ways.
+
+     * It preserves the desired image of player-characters specific to the
+       moment. Given a failed roll, they don't have to look like incompetent
+       goofs; conversely, if you want your guy to suffer the effects of cruel
+       fate, or just not be good enough, you can do that too.
+
+     * It permits tension to be managed from conflict to conflict and from
+       scene to scene. So a "roll to hit" in Scene A is the same as in Scene
+       B in terms of whether the target takes damage, but it's not the same
+       in terms of the acting character's motions, intentions, and experience
+       of the action.
+
+     * It retains the key role of constraint on in-game events. The dice (or
+       whatever) are collaborators, acting as a springboard for what happens
+       in tandem with the real-people statements.
+
+   Not all versions of this principle are alike. Some of them involve
+   scene-scale resolution (Story Engine), some involve narration-trading
+   (Dust Devils), some are heavily integrated with tactics (The Riddle of
+   Steel), and some of them require role-playing "bits" to justify
+   incorporating system features (The Dying Earth).
+
+   Some Fortune-in-the-Middle applications give opportunities for tweaking
+   after the roll: usually, spending points of some kind after the dice have
+   hit the table to alter the effects. Some games have this feature and some
+   don't; Forge jargon calls such things "FitM with teeth" because such a
+   system forces the group to acknowledge that the dice do not "finish" the
+   job of resolution.
+
+   Does Fortune-in-the-Middle define Narrativism? No, nor does it even
+   facilitate it in isolation. It's merely a strong component of many
+   Narrativist-facilitating combinations of Techniques; I've left its
+   potential integration with reward and behavioral mechanics out of this
+   discussion.
+
+   Is there such a thing as Fortune-at-the-beginning? Playtesting so far
+   indicates that it's not very satisfying for Narrativist play; see
+   discussions at the Forge of Human Wreckage and The World the Flesh and the
+   Devil.
+
+   Is Fortune the only resolution method for conflict resolution? The answer
+   is emphatically no. The two main alternatives are apparently Karma +
+   Resource management, which I consider to be underdeveloped at this point,
+   and highly-structured Drama, which may be investigated through Puppetland,
+   Soap, and to a lesser extent Universalis.
+
+  The game world
+
+   Since Exploration is best understood as a medium and tool in Narrativist
+   play, rather than a product itself, the role of "in game reality" needs
+   some review - not so much about who has authority over it (the usual
+   concern in Simulationist play), but what the heck it is. The answer is,
+   it's a medium and tool for addressing Premise, and nothing more at all.
+
+   From Maelstrom (Hubris Games, 1994, author is Christian Aldridge):
+
+   Literal vs. Conceptual
+
+   A good way to run the Hubris Engine is to use "scene ideas" to convey the
+   scene, instead of literalisms. ... focus on the intent behind the scene
+   and not on how big or how far things might be. If the difficulty of the
+   task at hand (such as jumping across a chasm in a cave) is explained in
+   terms of difficulty, it doesn't matter how far across the actual chasm
+   spans. In a movie, for instance, the camera zooms or pans to emphasize the
+   danger or emotional reaction to the scene, and in so doing it manipulates
+   the real distance of a chasm to suit the mood or "feel" of the moment. It
+   is then no longer about how far across the character has to jump, but how
+   hard the feat is for the character. ... If the players enjoy the challenge
+   of figuring out how high and far someone can jump, they should be allowed
+   the pleasure of doing so - as long as it doesn't interfere with the
+   narrative flow and enjoyment of the game.
+
+   The scene should be presented therefore in terms relative to the
+   character's abilities ... Players who want to climb onto your coffee table
+   and jump across your living room to prove that their character could jump
+   over the chasm have probably missed the whole point of the story.
+
+   The "doesn't interfere" matches to my "prioritization." The "narrative
+   flow and enjoyment" matches to addressing Premise. The "whole point of the
+   story" and "intent behind the scene" are Premise itself, expressed in this
+   scene as a Bang. More topically, I can think of no better text to explain
+   the vast difference between playing the games RuneQuest and HeroQuest.
+
+  Stance
+
+   A lot of mental sweat has been shed to try to link Stances with modes and
+   goals of play. I think most of that discussion was misguided by an overly
+   1:1 approach. In my big model as currently constructed, only combinations
+   of Ephemera comprise a Technique, so we're not talking about one Stance in
+   a given moment, but the distribution of Stances through multiple character
+   actions, decisions, and scenes. And that's only one Technique, which is
+   not enough to dictate or identify Creative Agenda.
+
+   Bearing all that in mind, Author Stance may be considered the default for
+   Narrativist play only in the sense that it needs to be in there somewhere.
+   Narrativist play doesn't have to be exclusively in this Stance, nor does
+   it even have to be employed more often than the others. The only
+   requirement is that it be present in a significant way. Narrativist play
+   is very much like Gamist play in this regard, and for the same reason: the
+   player of a given character takes social and aesthetic responsibility for
+   what that character does.
+
+  Narration the non-issue
+
+   Before going on, I'll take a quick break to discuss "narration," which is
+   no more and no less than saying what happens in the imaginary events. I
+   want to distinguish saying what happens (narrating) from establishing what
+   happens (currently a non-named concept), because they are often confused.
+   I'm taking the
+
+   I'll break it down.
+
+     * Narration is not a Drama mechanic unless it is literally the means of
+       resolution.
+
+     * Narration is in practice shared among members of a role-playing group
+       and far less centralized than most people think.
+
+   The only concern about narration per se is that its relationship to
+   establishing-what-happens must be clear. That entails that how things are
+   established is itself clear: is it ad-lib? is the GM where the buck stops?
+   is it traded about, organized in any way? or what? Those are good
+   questions, but once they're established, narration is a no-brainer.
+
+   Game texts are typically astonishingly bad at explaining this issue.
+   Positive exceptions for Narrativist-leaning games include Soap, The Pool,
+   and Universalis, and other recent games like InSpectres, Otherkind, Dust
+   Devils, Trollbabe, and Donjon, which all distribute narration around the
+   group as a means of distributing who establishes what.
+
+Historical diversity of Narrativist play
+
+   Narrativist play-procedures are pretty scattered in terms of actual game
+   books. I suggest that titles and texts are really just rustles in the
+   bushes, such that one has to infer the actual play that either informed
+   them or might have proceeded from them. For most of what follows, I've
+   spoken with game designers and many, many play-groups about these issues.
+
+   I think that Narrativist play goes back to the beginning of role-playing.
+   Yes, a "non-Narrativism" shroud descended over role-playing design and
+   publishing, but I think that dates from the mid-late 1980s. In other
+   words, the "Narrativist revolution" of 2000-2003 is not an innovation, but
+   a return to a lost art.
+
+   Looking at earlier games from a Techniques perspective, a shift to
+   Narrativist play within the larger Gamist context is apparent in some
+   Tunnels & Trolls, as discusssed in "Gamism: Step On Up". I also recommend
+   reading and playing Marvel Super Heroes, reviewing the entire Strike Force
+   text in light of the 1st and 2nd editions of Champions being used by that
+   group, reviewing the extensive documentation of Champions play presented
+   in the APA-zine The Clobberin Times', and giving Toon, Ghostbusters, and
+   James Bond a try. I am not saying "These are Narrativist games," but
+   rather, evidence supports the claim that these rules-sets supported some
+   Narrativist play back then.
+
+   I do not think that the strong minority trend beginning in the very late
+   1980s toward Drama-heavy role-playing represented by Amber, Theatrix, and
+   The Window was especially Narrativist in application, although that mode
+   of play was probably found in some groups playing these games. This trend
+   is better understood in combination with games like Fudge and Risus, and
+   most especially in terms of the Mind's Eye Theatre approach to LARPs.
+
+   During the early 1990s, however, a certain approach to numbers and Fortune
+   became apparent across a number of games: Prince Valiant, Over the Edge
+   (especially in light of Laws' essay), Castle Falkenstein, Everway,
+   Maelstrom/Story Engine, Zero, and The Whispering Vault. Later, similar
+   games include Sorcerer, Orkworld, and The Riddle of Steel. All of these
+   texts demonstrate an internal struggle to articulate means of addressing
+   Premise, littered with trip-ups based on assumptions of GM-power and the
+   utter lack of precedent in explaining the whole idea. Some of them slammed
+   toward Simulationist texts upon second-edition revision and via
+   supplements, probably to make it "more like an RPG."
+
+   The internet revealed something vastly more startling: in-your-nose
+   Narrativist designs like Ghost Light, Soap, InSpectres, and The Pool, as
+   well as their Gamist cousin Elfs. These games' influence was vast at the
+   Forge, including but not limited to Dust Devils, Trollbabe, Otherkind,
+   Paladin, Violence Future, My Life with Master, and Universalis, along with
+   further Gamist cousins like Donjon. The internet also revealed active
+   play-communities that had previously been invisible to store-centered
+   commerce, including Marvel Super Heroes among others.
+
+   Since the historical trends are so textually diffuse, I think that this
+   section will do better to focus on procedural diversity, small point by
+   small point. Each point presents a separate and independent spectrum of
+   variation. As always, game titles are used only to refer to the actual
+   play that they best seem to facilitate.
+
+Basic diversity of Narrativist play
+
+  Making it up in play vs. setting it up beforehand
+
+   A lot of people have mistakenly interpreted the word "Narrativist" for
+   "making it up as we go." Neither this nor anything like it is definitional
+   for Narrativist play, but it is indeed an important issue for role-playing
+   of any kind. So it's not a bad idea simply to ask, for a given group or
+   session, when and how is the Explorative context (setting, situation,
+   whatever) established?
+
+     * High improvisation during play: e.g., Universalis, InSpectres, Extreme
+       Vengeance
+
+     * Rock steady based on preparation - Orkworld, Castle Falkenstein,
+       HeroQuest, Sorcerer
+
+     * In between - Trollbabe, The Pool, Dust Devils, My Life with Master
+
+   Many people get unnecessarily hung up on this issue ... playing
+   Universalis is not "more Narrativist" than playing Orkworld, for instance.
+   Also, this issue is not at all correlated with centralizing vs.
+   distributing the various GM-tasks discussed previously.
+
+  Where little Premises come from
+
+   Given that Explorative content for Narrativist play exists to provide meat
+   for addressing a Premise, it shouldn't be surprising that differing
+   starting points for the process can be found depending on what kind of
+   details and efforts are involved in preparing for play.
+
+   Just as in Gamist play, the big gorilla of the five Explorative elements
+   is Situation. What I'm contrasting here is which elements begin detailed
+   enough to yield Situation relatively quickly during play, as opposed to
+   which ones can be "relaxed" in terms of detail and depth at the start, to
+   be developed later.
+
+     * Character-based Premise: Characters begin play with at least one
+       significant Premise-based decision in their backgrounds.
+
+     * Setting-based Premise: External adversity swarms upon the characters
+       based on unavoidable, often large-scale elements of the overall
+       setting.
+
+     * Situation-based Premise: The immediate conflict at hand is already
+       under way and rich with Premise; fill in Character goals and Setting
+       justification as needed during play.
+
+   I suggest that it's useful to reduce the pre-play effort on the other
+   elements involved. Loading too many of them with Premise prior to play
+   yields a messy and unworkable play-situation in Narrativist terms, in
+   which characters' drives and external adversity are too full to develop
+   off of or to reinforce one another. More discussion and debate about this
+   issue may be taken up at the Forge.
+
+   Character-based Premise is the easiest to implement, and unsurprisingly it
+   reflects Egri's ideas in full. Games whose design relies on this approach
+   include Zero, Sorcerer, Dust Devils, and The Riddle of Steel, among many
+   others. I think this form of Premise-building is probably the most common
+   form of Drifting to Narrativist play. From the "Campaigning" chapter and
+   "The Developing Campaign" section in Strike Force (Hero Games, 1988,
+   author is Aaron Allston):
+
+   THE "CHARACTER STORY"
+
+   One thing that each Champions GM needs to learn to do is to spot,
+   carefully nurture, and eventually play out the "Character Story."
+
+   Each player-character has a Story above and beyond the ordinary adventures
+   encountered during the course of the campaign. This Character Story
+   usually involves the resolution of the most important desires of the
+   character.
+
+   Phosphene - Discovery of and Acceptance by Family. Raised by a single
+   parent and knowing of no other relatives, Phos started his career cynical
+   and alone. Learning that he had a family, the enigmatic Brood, he
+   discovered that he had a tremendous need to become one of them. Eventually
+   he met all his surviving relatives and earned the affection of most of
+   them. Now married and a family man himself, his personal story is
+   resolved.
+
+   Lorelei - Growth into Womanhood. In the course of her years of playing,
+   Lorelei grew from a 15-year-old innocent into a mature woman and team
+   leader; the most important elements of transition (other than the years
+   involved) were her romance with Commodore and her eventual rescue of and
+   reunion with her father.
+
+   Take a look at your own character - or at all the PCs if you're the GM -
+   and try to root out the Character Story of each one. [examples follow -
+   RE] In short, try to figure out what element of the character's
+   background, relations, or psychology make him interesting but will
+   eventually make him (or his player) frustrated and unhappy if not
+   ultimately resolved. That's the Character Story.
+
+   An interesting qualifier shows up in the final paragraph of this section:
+
+   Of course, no campaign lasts long enough for every Character Story to be
+   discovered and exploited ...
+
+   ... which I think is a bizarre statement, possibly related to the idea
+   (which I remember all too well) that Champions players should all
+   cooperate to preserve the group regardless of their differing goals during
+   play.
+
+   The final section in this chapter indicates, I think the key point - which
+   is only presented parenthetically in the earlier text (above - "or his
+   player").
+
+   LISTENING TO YOUR PLAYERS
+
+   Always listen to your players' discussion of the ongoing adventure.
+   They'll constantly be analyzing, theorizing, and commenting on the
+   adventure. Often, their discussion will give you even better ideas than
+   those you've been implementing.
+
+   Also, pay attention to the recurring phrase, "It might be neat if ..." The
+   player who is saying this, whether he realizes it or not, is expressing a
+   desire about a future storyline or character development. Usually it's
+   easy to accomodate him, and gives him a more personal interest in that
+   specific plotline.
+
+   I consider this important because it acknowledges that the developing
+   Premise is best recognized by the people who play the protagonists.
+
+   Setting-based Premise is a bit more developmental, usually involving
+   "someone else's problem" or an overriding external adversity of some kind
+   - zombie attack being perhaps the most basic example. It might actually be
+   a bit better for introducing Simulationist-by-habit players to Narrativist
+   play, as they can start with sketchy characters and grow into addressing a
+   pretty-well-defined Premise over time. From HeroQuest (Issaries Inc, 2003,
+   primary text author is Greg Stafford):
+
+   Make Your Own Part
+
+   All heroes are extraordinary and destined for some fame in the world of
+   Glorantha. This is guaranteed, since they are individually guided by a
+   higher power: you, the player.
+
+   Your heroes will have the chance to be involved in the great events of the
+   Hero Wars, such as [several colorful examples - RE]. Such events are not
+   only for the super-powerful; they require the participation of your hero
+   at whatever level of power he has achieved.
+
+   [just past halfway through the book - RE]
+
+   Drama
+
+   Drama in Glorantha often comes from the conflict between what is and what
+   ought to be. Living up to expectations of cult behavior, for instance, is
+   meant to be difficult and limiting. After all, religious requirements are
+   not human ideals. [Wow! Talk about an Egri Premise! - RE] The intensity of
+   the plot comes from the hero trying to fulfil these expectations while
+   living with the everyday temptations and complications of life: a cow is
+   missing, some of your clan died in a raid, your children are ominously
+   ill, or neighbors are poaching the hunting lands. Add to this the
+   imperative of the Hero Wars, where some things will happen no matter what
+   the heroes do, and the heroes have to make difficult choices about what to
+   do and who [sic] to aid.
+
+   [and near the end - RE]
+
+   Politics, Always Politics
+
+   Glorantha may be a world of magic and myth, but there are some human
+   constants that remain, not the least of which is politics. [examples
+   follow of politics both as rivalries and means to social authority and
+   respect - RE]
+
+   The Hero Wars are breaking upon Glorantha. On the one hand, they are
+   throwing old alliances into question, tearing established communities
+   apart, and raising new dilemmas for leaders and led alike. But they are
+   also creating new and unexpected communities, as rivals are forced into
+   partnership by new threats or novel opportunities.
+
+   I don't think I've ever seen a more challenging Premise in a role-playing
+   text than "religious requirements are not human ideals." That is HeroQuest
+   in a nutshell, and there is no avoiding it during play. A character may
+   begin as just another goat-herder, but he isn't going to stay that way.
+   Other games with similar origins of Premise include Castle Falkenstein and
+   My Life with Master, in which the Master is, for all intents and purposes,
+   the setting.
+
+   Situation-based Premise is perhaps the easiest to manage as GM, as
+   player-characters are well-defined and shallow, and the setting is vague
+   although potentially quite colorful. The Premise has little to do with
+   either in the long-term; it's localized to a given moment of conflict.
+   Play often proceeds from one small-scale conflict to another,
+   episodically. Good examples of games based on this idea include Prince
+   Valiant, The Dying Earth, and InSpectres. From The Dying Earth (2001,
+   Pelgrane Press, authors are Robin Laws, John Snead, and Peter Freeman):
+
+   Many Dying Earth stories revolve around a closed community, which may be
+   either a small settlement or an isolated workplace. In its isolation, it
+   has developed its own highly-structured, sometimes legalistic, always
+   peculiar rules. Without outside influence, and with the stout enforcement
+   of its codes, the group has survived for a long time. When the protagonist
+   arrives, the locals try to enforce the rules on him, assimilating him into
+   their bizarre system. Instead, the hero ... takes action which utterly
+   disrupts the delicately-balanced harmony of the community. ... the
+   community, the basis of its rules destroyed, collapses.
+
+   [now for play]
+
+   When creating an adventure, dream up a bizarre rule or activity on which a
+   community's existence depends. Figure out at least one way in which the
+   PCs could wreak havoc on the community by disrupting the activity or
+   subverting the rule.
+
+   Then create a reason for the PCs to do so ... [actually, the entire
+   character creation process for this game takes care of this detail - RE]
+
+   The point is that the Situation doesn't have any particular role or
+   importance to the Setting, either in terms of where it comes from or what
+   happens later. The setting can be quite vague and might even just be a
+   gray haze that characters are presumed to have travelled through in order
+   to have encountered this new Situation.
+
+   This type of Premise does carry some risks: (1) the possibility of a
+   certain repetition from event to event, but probably nothing that you
+   wouldn't find in other situation-first narrative media, which is to say
+   serial fiction of any kind; (2) the heightened possibility of producing
+   pastiche; and (3) the heightened possibility of shifting to Gamist play.
+
+Deep diversity
+
+  Who gets the GM jobs
+
+   Earlier, I listed some of the various roles and tasks usually associated
+   with the term "GM." As I said, the question is not whether there is a GM
+   (there is always one or more for any scene during play), but rather how
+   the GMing tasks are distributed. The potential range of diversity is
+   staggering. The most important variables include: - Which of these roles
+   are most important to be formalized for this game - Whether the roles are
+   centralized in one person - The concept of "the buck" - in the event that
+   different people suggest different things, who says what goes
+
+   In the interest of space and keeping the complexity of these sections
+   limited, I'll only provide examples for the centralization-issue. -
+   Centralized: The Riddle of Steel, Sorcerer, Orkworld, Castle Falkenstein,
+   HeroQuest, The Dying Earth - Widely distributed: Universalis, Soap - In
+   between: Trollbabe, The Pool, InSpectres, Dust Devils, Violence Future
+
+  Story structure
+
+   Classically, a story has the following structure: (a) introduce character
+   and situation, (b) introduce conflict, (c) rising conflict, (d) climax,
+   and (e) resolution, of which (a, b, d) are the key pieces. Most stories
+   indeed follow this model regardless of their chronological presentation,
+   point-of-view, or any other details. There's usually no particular worry
+   that Narrativist play will fail to produce a story (of whatever quality),
+   without any overt effort to force it. However, it is also at least
+   possible for overall story structure to be part of System.
+
+   Sorcerer presented the Kicker Technique, which is to say, a
+   player-authored Bang included in character creation, giving the GM
+   responsibility to make it central to play. It may be considered the
+   precise opposite of the "character hook" concept presented in many
+   adventure scenarios and role-playing games.
+
+   Some recent games feature the Endgame concept: a status for a character
+   (and sometimes all characters) that signals "Now is really Now," and it's
+   time for Premise to become theme without dilly-dallying. I suppose it can
+   first be seen in Soap and Puppetland based on these games' explicit
+   real-time constraints, but it's also embedded in the Guts/Coincidence
+   mechanics in Extreme Vengeance, the "Schism" version of Humanity in
+   Sorcerer, and the Insight mechanics in The Riddle of Steel. It's most
+   explicitly present in Violence Future and My Life with Master.
+
+   A similar structural issue is to decide how much Premise-addressing
+   (story, if you will) has already occurred before in-play decision-making
+   begins. At one extreme, you have "Blood Opera," which is to say, several
+   characters already engaged in serious committed effort to do
+   something-or-other, usually contradictory. Such play, regardless of how
+   many sessions are involved, tends to end up with several dead protagonists
+   and plenty of tragedy due to conflicting obligations and/or
+   misunderstandings; it's quite cathartic. Typically it's more satisfying
+   when all of the participants are enlisted in scenario preparation. At the
+   other extreme, you have play in which the Premise is introduced very
+   slowly and piecemeal, through a variety of scenes and events.
+
+   Here are some interesting trends which crop up along this spectrum:
+
+     * When the character's judgmental and active presence is established and
+       already in action as play begins, that beginning point is usually the
+       crisis-point for the story in general. Playing Legends of Alyria,
+       Prince Valiant, My Life with Master, and Soap tends toward this end;
+       all of them carry a slight danger of "over before they begin," but
+       they are also the most reliable for immediate Premise-consensus.
+
+     * When the Situation is well-established prior to play and essentially
+       independent of the player-characters, then how they encounter it and
+       become enlisted in its hassles is up for grabs, including when they
+       arrive. The protagonists usually play a catalytic role toward everyone
+       and everything else. Playing Everway, The Dying Earth, InSpectres,
+       Orkworld, The Whispering Vault, and Trollbabe is a lot like this.
+
+     * When the Situation must slowly develop into Premise, play is
+       necessarily extended into multiple sessions. Playing Sorcerer,
+       HeroQuest, Dust Devils, Violence Future, and Over the Edge often
+       proceeds in this fashion, to the extent that the first couple of
+       sessions resemble the first sections of a classical novel rather than
+       a movie or play, and they tend not to show off all of their most
+       satisfying features during single-session demonstration play.
+
+   Not all game designs must fall onto this spectrum explicitly, although
+   play does - I leave the different ways to place playing The Pool,
+   Universalis, and The Riddle of Steel onto the spectrum as an exercise for
+   the reader (hint: there are three answers, one for each game).
+
+   Finally, another subtle enforcer of story structure is the range of
+   possible focus, or specification, for player-characters' abilities. It
+   doesn't surprise me that many Narrativist-facilitating game designs don't
+   distinguish very much among player-characters' abilities (Sorcerer, The
+   Dying Earth, and My Life with Master characters are all pretty much alike
+   within each game, mechanically); when they are so distinguished, however,
+   the differences tend to lock down the range of the potential Premise(s)
+   during play.
+
+   So the most constrained story-structure game design would include Endgame
+   mechanics, an almost-over Situation, and strongly-distinguished abilties
+   (and hence story-roles) among the protagonists; interestingly, I can think
+   of no RPG design which features all three.
+
+  Resolution and reward mechanics
+
+   For Narrativist play, character creation may be considered the first step
+   in or the chassis for the reward and character-change systems. It differs
+   from the similar principle in Gamism in that personal strategy is not an
+   issue, but rather personal emotional agenda about the Premise. What's
+   interesting is that when play includes a focused reward system in
+   Narrativist terms, its numbers and effects are always integrated directly
+   into the event-resolution system.
+
+   One whole category of play, however, does not provide any special
+   connection between the two and usually doesn't include much of a reward
+   system at all. Earlier games of this sort include The Window (partly),
+   Theatrix, Over the Edge, Castle Falkenstein, The World the Flesh and the
+   Devil, and possibly Puppetland. I think Soap, InSpectres, and Universalis
+   represent a development in this category of stronger IIEE-structure, as
+   well as providing a very abstract resolution + reward mechanic, but
+   retaining the Drama emphasis for resolution. These games also feature
+   pronounced GM-sharing as distinct from the earlier ones.
+
+   The other category includes very strong reward mechanics design based on
+   character decisions, with resolution based on Fortune in the Middle in
+   order to preserve Author Stance during those decisions. Example games
+   include Prince Valiant, The Whispering Vault, Zero, The Pool, Sorcerer,
+   Dust Devils, Trollbabe, Legends of Alyria, My Life with Master, HeroQuest,
+   and Orkworld, as well as The Riddle of Steel in a cunning fashion.
+
+   A recent development in both categories is to bring relationships into the
+   game mechanics to a very high degree, as in HeroQuest, Trollbabe, and My
+   Life with Master. Earlier versions of this idea may be seen in Albedo,
+   Lace & Steel, and Pendragon, but its primarily-Narrativist application is
+   recent and very significant.
+
+  Character behavior mechanics
+
+   This topic is potentially rather a sore point among role-players, unless
+   they have experienced play which shows the diverse strong points along the
+   entire spectrum. It concerns how limited characters' behavior may be.
+
+   At one end of this spectrum, there's nothing of the kind: just contextual
+   material that prompts the issues and perhaps a character descriptor here
+   or there. The primary engine for Narrativist play is purely personal
+   fascination with the issues at hand and with working them out. Castle
+   Falkenstein, The Whispering Vault, and Over the Edge are good examples.
+
+   Moving just a little over, characters' behavioral descriptors are
+   required, but they don't have any special role in determining what the
+   character does - except for providing secondary bonuses to some resolution
+   events, as in The Pool and HeroQuest.
+
+   Moving well toward the other end of the spectrum, specific behaviors have
+   generalized consequence mechanics. Sorcerer, Trollbabe, Dust Devils, The
+   Riddle of Steel, and Orkworld are all examples - the characters have free
+   will regarding what to do, but immediate mechanics provide significant
+   effects.
+
+   Far at the other end of the spectrum, behavior is heavily structured, for
+   either or both character-creation and scenario-play. This kind of game
+   often entails playing "against yourself" for the character, and the GM is
+   potentially semi-adversarial, even ruthless, playing both external and
+   internal adversity. Examples include Wuthering Heights, Extreme Vengeance,
+   Violence Future, My Life with Master, Le Mon Mouri, InSpectres, Otherkind,
+   and The Dying Earth. "Schism", "Urge", and other sorcerer/demon
+   combination versions of Sorcerer effectively shift the game's play into
+   this category.
+
+  Procedural diversity: thematic content
+
+   Given that theme arises during Narrativist play, what does it look like,
+   and how limited or well-defined is it? This breaks down into three
+   independent issues, all of which are pretty subtle and deserve more
+   discussion.
+
+    1. The potential for personal risk and disclosure among the real people
+       involved.
+
+          * High risk play is best represented by playing Sorcerer, Le Mon
+            Mouri, InSpectres, Zero, or Violence Future. You're putting your
+            ego on the line with this stuff, as genre conventions cannot help
+            you; the other people in play are going to learn a lot about who
+            you are.
+
+          * Low risk play is best represented by playing Castle Falkenstein,
+            Wuthering Heights, The Dying Earth, or Prince Valiant. These
+            games are, for lack of a better word, "lighter" or perhaps more
+            whimsical - they do raise issues and may include extreme content,
+            but play-decisions tend to be less self-revealing.
+
+    2. The depth and profundity of the resulting themes. Counter to my lousy
+       phrasing in GNS and related matters of role-playing theory
+       ([21]http://www.indie-rpgs.com/articles/1/), "literary merit" of a
+       theme is irrelevant. Themes are indeed important, and I suggest that
+       two broad categories are available: cathartic vs. deconstructive, with
+       the former splitting up into happy-ending, sad-ending, and ambiguous.
+       A related point concerns the range of the possible themes for a given
+       play-instance, from narrow to broad. I'll forego providing game
+       examples as the depth and range of theme rely very greatly on the
+       given play-group's use of the game.
+
+    3. The humorous content. This is, in many ways, a red herring. I consider
+       "funny" always to be a secondary phenomenon, perhaps modifying theme,
+       or modifying something else entirely. For GNS or other theory
+       purposes, you have to look at the something else and discuss that
+       first. Still, there are a couple of points worth mentioning for
+       role-playing.
+
+          * Is play itself funny, or is the topic of play funny? This is a
+            very complex issue, fully analogous to the endless discussions of
+            fear and suspense in horror role-playing.
+
+          * Is the humor acting to bring participants' emotions closer to the
+            Premise, or to distance them?
+
+GNS crossover issues
+
+   I suggest that historically, two basic Creative Agendas have been
+   perceived for role-playing: 1. Gamist, with the sub-set of Hard Core
+   Gamism; 2. Simulationist, with a sub-set of
+   Simulationist-becomes-Narrativist.
+
+   Oh, I know, people never used the GNS terms for this purpose. But this is
+   how newcomers to the theory often read the terms, indicating their current
+   understanding, and those readings are fully consistent with the
+   explanations of play found in hundreds of game texts. I consider this
+   dichotomy, sub-sets and all, to be badly mistaken, but before I get to
+   that, let's take a look at its cultural results.
+
+   Over time, as I see it, many practitioners and designers correctly
+   realized they were playing and promoting
+   Simulationist-becomes-"Narrativist," in quotes. Those quotes mean,
+   producing stories mainly through front-loading or post-editing, not
+   through protagonist decision-making as run by the players. They mean
+   focusing on story as product as opposed to Narrativist play. Reactions to
+   this latter insight have varied widely, and they include:
+
+     * Abandon the perceived overall mode (Simulationism) entirely for Gamist
+       pastures;
+
+     * Embrace the Simulationism and drop any pretense at story-creation
+       through play, such that story is at most an epiphenomenon to the
+       Exploration, usually of Setting;
+
+     * Embrace the quotes in the "Narrativist" with verve, putting as much
+       effort and sophistication toward metaplot and GM-driven-story as
+       possible;
+
+     * Give up role-playing in disgust with the inability to produce
+       Narrativist play without the quotes;
+
+     * Mute down any particular Creative Agenda, making sure to provide a
+       little Gamist candy, in the interests of group harmony;
+
+     * Drop the quotes around the "Narrativist," which means abandoning
+       Simulationism as a starting point and turning to explicit Narrativism.
+
+   My construction of the modes of play is extremely different. As I see it,
+   one starts with [Exploration]. Now, either prioritize the intensity of
+   imagining some specific content as the agenda of play, which gives you
+   [E[Simulationism]], or develop the Exploration into a further-derived
+   agenda, which gives the choice of [E[Narrativism]] or [E[Gamism]].
+
+  Gamism and Narrativism
+
+   As I've tried to show at various points so far, Gamist and Narrativist
+   play are near-absolute social and structural equivalents, sharing the same
+   range for most Techniques save those involving reward systems. They differ
+   primarily in terms of the actual aesthetic payoff - what's appreciated
+   socially and aesthetically. That difference is extremely marked. Happily,
+   therefore very little if any chance exists for these modes of play to come
+   into conflict with one another - a group simply goes one way or the other.
+
+   From the Introduction section of The Marvel Universe Roleplaying Game
+   (Marvel Entertainment Group, 2003, "Direct Edition," authors not credited,
+   editor is Mark D. Beazley):
+
+   Style of Play
+
+   You can play Marvel in a variety of styles, based on whatever you're
+   interested in. Most roleplaying games tend to fall somewhere between two
+   styles of play that we call "Clobberin' Time" and "Power and
+   Responsibility." And for one-on-one play, there's always "Brawling," a
+   style unique to this game.
+
+   Power and Responsibility
+
+   ... players spend a great deal of time on things like character
+   development, morality, thoughts and goals ... They care about the other
+   people in their lives, like girlfriends or boyfriends, aunts, sidekicks,
+   and non-Super Hero friends. ... there's more to this style of play than
+   busting things up.
+
+   Clobberin' Time
+
+   ... players don't spend much time on their characters' lifestyles. They
+   concentrate on action and plenty of it.
+
+   Together, the players and the GamesMaster decide what style of game they
+   want to play. There is nothing more frustrating than a GamesMaster who
+   runs a "Power and Responsibility" style game for a bunch of "Clobberin'
+   Times" players. ...
+
+   Brawling
+
+   ... allows players to answer age-old questions: who would win in a fight,
+   the Thing or the Hulk? [further examples] ... two players can sit down
+   with their characters and fight against each other without needing a
+   GamesMaster.
+
+   I can always quibble. I think the above text adheres a little too closely
+   to the mistaken dichotomies presented earlier, with the concomitant red
+   herring of combat vs. no combat. But it's flawless in terms of caring
+   together about what's up, and about socially constructing and reinforcing
+   what's up. And the key point for me is that the same game system is usable
+   alternatively for Narrativist or Gamist (or Hard Core Gamist) play, rather
+   than simultaneously. Also, the text includes very little mention of or
+   attention to Simulationist play per se. Enjoying "being a Marvel hero" in
+   this game is not Simulationist at all, but merely the foundational
+   Explorative expectation for either of the two focused options.
+
+   Whether the Gamist and Narrativist modes may be played "congruently" is
+   controversial (see Congruence in the glossary). I remain skeptical.
+
+  The grim epiphany: Narrativism and Simulationism
+
+   This section supercedes the section "El Dorado and Drift" in my essay
+   "Simulationism: the Right to Dream"
+   ([22]http://www.indie-rpgs.com/articles/15/).
+
+   I'll begin by identifying a very common misconception: that if enjoyable
+   Exploration is identifiable during play, then play must be Simulationist
+   or at least partly so. This is profoundly mistaken: if you address
+   Premise, it's Narrativist play. Period. If the Exploration involved, no
+   matter how intensive, hones and focuses that addressing-Premise process,
+   then that Exploration is still Narrativist, not Simulationist.
+
+   That's why Feng Shui and Hong Kong Action Theater are hard-core,
+   no-ambiguity Simulationist-facilitating games including their explicit
+   homage to specific cinematic stories, and that's why The Dying Earth
+   facilitates Narrativist play, because its Situations are loaded with the
+   requirement for satirical, judgmental input on the part of the players.
+
+   "El Dorado" was coined by Paul Czege to indicate the impossibility of a
+   1:1 Simulationist:Narrativist blend, although the term was appropriated by
+   others for the blend itself, as a desirable goal. I think some people who
+   claim to desire such a goal in play are simply looking for Narrativism
+   with a very strong Explorative chassis, and that the goal is not elusive
+   at all. Such "Vanilla Narrativism" is very easy and straightforward. The
+   key to finding it is to stop reinforcing Simulationist approaches to play.
+   Many role-players, identified by Jesse Burneko as
+   "Simulationist-by-habit," exhaust themselves by seeking El Dorado, racing
+   ever faster and farther, when all they have to do is stop running, turn
+   around, and find Vanilla Narrativism right in their grasp.
+
+   However, what about subordinate hybrids? Simulationist play works as an
+   underpinning to Narrativist play, insofar as bits or sub-scenes of play
+   can shift into extensive set-up or reinforcers for upcoming Bang-oriented
+   moments. It differs from the Explorative chassis for Narrativist play,
+   even an extensive one, in that one really has to stop addressing Premise
+   and focus on in-game causality per se. Such scenes or details can take on
+   an interest of their own, as with the many pages describing military
+   hardware in a Tom Clancy novel. It's a bit risky, as one can attract
+   (e.g.) hardware-nuts who care very little for Premise as well as
+   Premise-nuts who get bored by one too many hardware-pages, and end up
+   pleasing neither enough to attract them further.
+
+   Historically, this approach has been poorly implemented in role-playing
+   texts, which swing into Simulationist phrasing extremely easily, for the
+   reasons I describe in "Simulationism: the Right to Dream". You cannot get
+   emergent Narrativist play specifically through putting more and more
+   effort into perfecting the Simulationism (which requires that the
+   Narrativism cease), no matter how "genre-faithful" or "character-faithful"
+   it may be. I consider most efforts in this direction to become reasonably
+   successful High-Concept Simulationism with a strong slant toward
+   Situation, mainly useful for enjoyable pastiche but not particularly for
+   Narrativist play at all.
+
+   The key issue is System. Narrativist play is best understood as a powerful
+   integration and feedback between character creation and the reward system,
+   however they may work, in that the former is merely the first step of the
+   latter in terms of addressing Premise. Whereas the usual effect in
+   High-Concept Simulationist play is to "fix" player-characters
+   appropriately into the Situation for purposes of affirming the
+   story-as-conceived, especially in terms of varying effectiveness at
+   specific task-categories, and reward systems in these games are usually
+   diminished and delayed to the point of absence. Games which stumbled over
+   this issue include Fading Suns and Legend of the Five Rings, both of which
+   require extensive Drifting to achieve even halting Narrativist play
+   despite considerable thematic content.
+
+   The more successful primarily-Narrativist, secondarily-Simulationist
+   hybrid designs include Obsidian, to some extent, possibly Continuum if I'm
+   reading it right, and The Riddle of Steel as the current shining light; I
+   also call attention to Robots & Rapiers, currently in development.
+
+   How about the reverse? Can Narrativist play underlie and reinforce a
+   primarily Simulationist approach? I consider this to be a very interesting
+   question, because it's not like Gamism in this regard at all. What happens
+   when Premise is addressed sporadically, or develops so slowly that the
+   majority of play is like those hardware-pages? Whether this is "slow
+   Narrativism" or "S-N-S" or just plain dysfunctional play is a matter of
+   specific instances, I think. But I do want to stress that it's not the
+   "N/S blend" as commonly construed, which is to say, both priorities firing
+   as equal pals.
+
+Dysfunctional Narrativist play
+
+  GNS incompatibility
+
+   It is very easy to spot players who are disinclined toward Narrativist
+   play, but nevertheless want a story to be produced, in a group that favors
+   Narrativist-oriented play. They write up rich and intense characters on
+   paper, but in play, they're paralyzed. They can posture towards one
+   another, and they can defend against attack, and they can spot clues, beat
+   up mooks, and band together against a common threat like nobody's
+   business, but only on the basis of GM cues. In an otherwise Narrativist
+   group, they are black hole voids for addressing Premise, and typically
+   they don't continue playing with that group for long.
+
+   More subtle and more likely to be sustained are Narrativist-oriented
+   participants in largely non-Narrativist games. They practice "stealth"
+   play to get what they want, usually through making suggestions to the
+   authority in the group, often practicing a lot of trade-off negotiation. A
+   skilled stealther can sometimes become a significant co-GM as long as he
+   or she doesn't call attention to the influence. Stealthers tend to do a
+   lot of waiting.
+
+   Less happily, such a player in a game with a strong
+   Simulationist/Situation bent is in big trouble and vice versa, especially
+   when the group is committed to Illusionist Techniques. Illusionism is a
+   widespread technique of play and arguably, textually, the most supported
+   approach to the hobby, as testified most recently by the publication
+   Secrets of Game-mastering (2002, Atlas Games). It relies on Force, as
+   defined earlier in the essay. GMing with lots of covert Force is called
+   Illusionism. I call that the Black Curtain; if the Curtain is drawn, then
+   the players aren't immediately clued in about the presence and extent of
+   the Force itself.
+
+   Force (Illusionist or not) isn't necessarily dyfunctional: it works well
+   when the GM's main role is to make sure that the transcript ends up being
+   a story, with little pressure or expectation for the players to do so
+   beyond accepting the GM's Techniques. I think that a shared "agreement to
+   be deceived" is typically involved, i.e., the players agree not to look
+   behind the Black Curtain. I suggest that people who like Illusionist play
+   are very good at establishing and abiding by their tolerable degree of
+   Force, and Secrets of Gamemastering seems to bear that out as the
+   perceived main issue of satisfactory role-playing per se.
+
+   Producing a story via Force Techniques means that play must shift fully to
+   Simulationist play. "Story" becomes Explored Situation, the character
+   "works" insofar as he or she fits in, and the player's enjoyment arises
+   from contributing to that fitting-in. However, for the Narrativist player,
+   the issue is not the Curtain at all, but the Force. Force-based Techniques
+   are pure poison for Narrativist play and vice versa. The GM (or a person
+   currently in that role) can provide substantial input, notably adversity
+   and Weaving, but not specific protagonist decisions and actions; that is
+   the very essence of deprotagonizing Narrativist play.
+
+   Get just one Story Now player into an Illusionist group, and the game
+   becomes a battlefield for control and story creation. I consider this to
+   be one of the worst instances of high-level GNS incompatibility, because
+   it typically doesn't resolve itself through a clean parting of the ways.
+   As long as the people involved buy into the false notion that Narrativist
+   play is a subset of the Simulationist aesthetic, then the war will not
+   end, as they wave their "integrity of the story" flags at one another in
+   the mistaken belief that they share aesthetic goals.
+
+   It all becomes much clearer when the Gamism-Narrativism similarity is
+   acknowledged. No one in their right mind permits a fully-committed Gamist
+   into a Simulationist-Situation role-playing group, and the same goes for
+   fully-committed Narrativist participants, for the same reasons.
+
+  Ouija-board role-playing
+
+   Here's another outcome for the faulty Simulationist-makes-Narrativism
+   approach. Actually, it's the same phenomenon as
+   Simulationism-makes-Gamism, which I discussed in "Gamism: Step On Up"
+   ([23]http://www.indie-rpgs.com/articles/21/) as "the bitterest role-player
+   in the world." I consider the Narrativist version to be the "most deluded
+   role-player in the world."
+
+   How do Ouija boards work? People sit around a board with letters and
+   numbers on it, all touching a legged planchette that can slide around on
+   the board. They pretend that spectral forces are moving the planchette
+   around to spell messages. What's happening is that, at any given moment,
+   someone is guiding the planchette, and the point is to make sure that the
+   planchette always appears to everyone else to be moving under its own
+   power.
+
+   Taking this idea to role-playing, the deluded notion is that Simulationist
+   play will yield Story Now play without any specific attention on anyone's
+   part to do so. The primary issue is to maintain the facade that "No one
+   guides the planchette!" The participants must be devoted to the notion
+   that stories don't need authors; they emerge from some ineffable
+   confluence of Exploration per se. It's kind of a weird Illusionism
+   perpetrated on one another, with everyone putting enormous value on
+   maintaining the Black Curtain between them and everyone else. Typically,
+   groups who play this way have been together for a very long time.
+
+   My call is, you get what you play for. Can you address Premise this way?
+   Sure, on the monkeys-might-fly-out-my-butt principle. But the key to
+   un-premeditated artistry of this sort (cutup fiction, splatter painting,
+   cinema verite) is to know what to throw out, and role-playing does not
+   include that option, at least not very easily. Participants in Ouija-board
+   play do so through selective remembering. I have observed many such
+   role-players to refer to hours of unequivocally bored and contentious play
+   as "awesome!" given a week or two for mental editing.
+
+   What I see from such groups is the following:
+
+     * They use a highly customized house-version of a given rules-set,
+       usually AD&D, BRP, or an early edition of Champions; many of the
+       customized details are unrecorded.
+
+     * They employ a personalized set of subtle cues and expectations that
+       arise out of their long-term friendships and habits of play.
+
+     * The satisfaction-moments are rare to the extent of being perhaps a
+       yearly event. "Nothing happened tonight" is typical, but the group
+       believes that you don't legitimately get the cherished moments any
+       other way. Such moments are treasured and carefully repeated among
+       them.
+
+     * Rarely, another person participates and (horrors!) actually overtly
+       moves the planchette, or discusses how it's being moved. That person
+       is instantly ejected, with cries of "powergamer!" and "pushy bastard!"
+
+     * They're socially isolated from other role-players, as their play is so
+       arcane and impenetrable that no one else can easily participate. If
+       they go to cons, they go together, stay together, and leave together.
+       One of them buys a new game that "looks good," and they rarely if ever
+       try it, always rejecting it when they do.
+
+     * They're socially isolated not only from gamers, but from everyone,
+       insofar as their hobby is concerned. Forget social context; it's just
+       these guys, aging, playing their tweaked versions of the game they
+       discovered in high school, reminiscing about that one awesome time
+       when character X did that awesome thing.
+
+   Ouija-board groups vary in terms of how much fun they have, and I'll leave
+   further discussion of the phenomenon to the forums.
+
+  Minor issues within Narrativist play
+
+   The first minor issue is not really a big deal - simply, not everyone is
+   necessarily a whiz at addressing Premise even when they try. If they were,
+   we'd see a hell of a lot more great novels, comics, movies, and plays than
+   we do. Signs of "hack Narrativism" include backing off from unexpected
+   opportunities to address Premise or consistently swinging play into parody
+   versions of the issues involved. I don't see any particular reason to
+   bemoan or criticize this bit of dysfunction; all art forms have their
+   Sunday practitioners.
+
+   The second is a recent phenomenon: the "do it right" purists, often
+   recently made aware of GNS or other theories, who then get on their fellow
+   participants' cases during play to accord with some theoretical ideal.
+   It's usually accompanied by the fallacy of focusing on one or more
+   Techniques as the "real" Narrativism.
+
+   The third was mentioned earlier, based on the tendency for pre-game
+   preparation to develop Situation so far along the process of addressing
+   Premise, that the participants' input during play essentially delivers
+   only the final moments. I call such play "96%-ing," which can be
+   functional, but it tends to play safe to a degree that undercuts the
+   process.
+
+   The fourth is maintaining privacy among the participants about what's
+   important to each one, whether about one's own character or the characters
+   of others. Such play might be thought of as keeping Premise personal and
+   close to the vest. That privacy may detract from others' enjoyment,
+   although see Ouija-board role-playing below for some further thoughts.
+
+   The final minor problem is to resolve play-Situations rapidly and without
+   developing them much beyond the initial preparatory circumstances: "over
+   before it begins." This typically occurs when people are so floored by the
+   possibility of actually addressing a Premise through play, that they hare
+   off to do so before some RPG god notices and intervenes to stop them.
+   Usually, this sort of play is a short-lived phase as the group builds
+   trust with one another.
+
+  Bad apple Narrativists
+
+   All of this section concerns Narrativist play which is practically
+   guaranteed to be dysfunctional. It's really one thing, but it comes in two
+   versions depending on whether the person in question is acting as GM.
+
+   The non-GM version is the Prima Donna, a devoted Premise-addresser - but
+   what he can't do is share. If a given scene is not about the issue that he
+   cares about, he disrupts things until it is. If his character is present
+   in a scene, then he'll demand center stage until forcibly stopped. He
+   understands protagonism, but won't permit anyone else to have it.
+   Essentially, he's the equivalent of the Hard Core Gamist, but with a
+   significant difference: only one person can do it successfully; it can't
+   even spread through the group. Prima Donnas are obnoxious, selfish, and
+   pushy. Their typical fate is to be removed from a group or to become its
+   GM (often to the present GM's consternation), in which latter case to
+   become a Typhoid Mary.
+
+   What's a Typhoid Mary? Well may you ask. It's a would-be Narrativist GM
+   who uses tons of Force upon the player-characters. He introduces the
+   Premise and is emotionally invested in how the players are supposed to
+   address it, to the extent that he makes their characters' significant
+   decisions for them. Effectively, this means the other people are present
+   only to praise and reflect the GM's ego. Play amounts to "we tell the
+   story, but I'm writing it" - he continually demands that the players
+   appreciate his Narrativist aesthetic, but suppresses the same aesthetic in
+   their behavior. He prioritizes and insists upon Premise-addressing input
+   yet makes it subject to his approval.
+
+   Such play is appallingly unrewarding and is rightly labeled railroading.
+   To sustain it, the Typhoid Mary must exert primary dominance over all
+   aspects of the Social Contract, which is usually not possible among
+   adults. I can think of no more effective means of ensuring that other
+   people never role-play again, than encountering a Typhoid Mary. Also,
+   unsurprisingly, get one Narrativist player with a spine in that game, and
+   it's root hog or die, the worst Force-vs.-Narrativist duel possible - such
+   conflicts have been known to disrupt romances, friendships, and even jobs
+   and marriages.
+
+Narrativist game design
+
+   One reason I presented the big model of role-playing in this essay is to
+   say, game texts are no more nor less than recommendations, manuals, and
+   inspirational materials for play. For such texts to be effective, they
+   need to be clear and inspiring for all the levels in the model. I think
+   that Social Contract always comes first. Most especially for Narrativist
+   play, which has been textually marginalized throughout the hobby's
+   history, the game-rules' focus must expand to social and procedural
+   behavior at the table, not merely the Techniques subsets of scene and
+   conflict resolution.
+
+  What to do
+
+   I wrote a pretty sketchy little game in the early 1990s called "BSL," or
+   Bullshit-Less. You know what my friends said? "You can't read this like
+   you read a game book. To enjoy it, you'd have to play!" Much to my
+   surprise, that was a stone-wall stopping point for them. I had a terrible
+   time coming up with what they'd need to know in order to make that step
+   easily and quickly. I think that whatever a role-player is best at is the
+   last thing on earth that occurs to him or her to write about, and
+   Narrativist-oriented authors are especially in a jam, as they lack
+   precedents and examples.
+
+   Looking over the diversity I listed earlier, I realize that an effective
+   manual or teaching text was Terra Incognita for Narrativist play until
+   very recently. Sorcerer, for example, was not written as a teaching text
+   for a general role-playing audience, although its supplements were. Now,
+   however, we have InSpectres, Dust Devils, My Life with Master, the three
+   Sorcerer supplements, Universalis, Trollbabe, Legends of Alyria,
+   HeroQuest, and more, all representing individual attempts. (I will leave
+   the very interesting question of why Everway failed in this regard to
+   future discussions.)
+
+   So, the goal is to work through the big model, probably from the top down.
+   For a Narrativist-oriented game, the touchpoint throughout should always
+   be, what's the Premise? I think stating it right out in front of everybody
+   is the best way to go, or a version which is easily customized further. An
+   alternative might be to inspire the Premise through
+   Exploration-discussion, but it's risky - doing that usually works only for
+   Situation-based Premise games, like The Dying Earth.
+
+   Let's look at that diversity again. Where does Premise come from? How much
+   do you have to work with, and how much improvisation is involved during
+   play itself? Is the story underway yet, and how close are the
+   decision/crisis points? Where's the spin in the System? Dice? Others'
+   input? Any negotiation/trading? IIEE must be dead bang center with what
+   you're driving at; does the reward system feed back into protagonism?
+   Prompt Endgame? Shift GMing roles? Or what? What does actual play look
+   like, in terms of Ephemera-combinations clustering to create and/or
+   support Techniques?
+
+----------------------------------------------------------------------------------------------------------
+              Basic     Source of  GM Jobs:      Story       Resolution    Behavior    Thematic Content*:
+              Content:  Premise    Distribution  Structure:  and Reward:   Mechanics:  Risk factor;
+              Improv               among         Endings,    See spectrum  See         depth; humor
+              vs. rock             participants  e.g.        in essay      spectrum
+              steady                                                       in essay
+    Sorcerer  Steady    Character  Spread in     Encouraged  Connected:    Middle      High risk High
+                                   prep,         by reward   Short term                depth Occasional
+                                   centralized   system      bonuses                   humor
+                                   in play                   Destiny and
+                                                             goals in
+                                                             Sorc & Sword
+        TROS  Steady    Character  Centralized   Varies by   Connected:    Middle      Potential/variable
+                                                 prep        Spiritual                 risk Mild to
+                                                             Attributes                medium depth
+                                                                                       Low/absent humor
+ Universalis  Improv    Varies     Fully spread  Varies by   Fully         Mild to     Varies by group in
+                                   out           prep        identical     none        all three
+                                                             (coins)
+        MLWM  In        Setting    Mostly        Fixed       Connected:    Extreme     High risk Fixed
+              between              centralized   endgame     Net                       medium depth Humor
+                                                             consequences              as defense
+                                                             = Epilogue
+   HeroQuest  Steady    Setting    Centralized   None        Fully         Mild to     Medium risk
+                                                             identical     middle      Extreme depth Mild
+                                                                                       but inescapable
+                                                                                       humor
+         The  Steady    Situation  Centralized   Fixed       Almost no     Mild to     High risk
+  Whispering                                     conflict    connection    none        Medium-low depth
+       Vault                                                                           Low/absent humor
+    The Pool  In        Varies     Mostly        Varies by   Fully         Mild to     Low risk, usually
+              between              centralized   prep        identical     none        Mild if any depth
+                                                             (dice)                    Humor varies by
+                                                                                       group
+  InSpectres  Improv    Situation  Partly        Fixed       Extremely     Middle to   High risk
+                                   centralized,  conflict    connected:    strong      Medium/fixed depth
+                                   with                      Stress and                High humor
+                                   specific                  resources
+                                   non-GM input
+                                   moments
+      Castle  Steady    Setting    Centralized   None        Almost no     Mild to     Low risk
+ Falkenstein                                                 connection    none        Low/variable depth
+                                                                                       Occasional humor
+----------------------------------------------------------------------------------------------------------
+
+     * Yes, this column is highly personal. Please feel free to fill it in
+       with your own assessments based on your play-experiences.
+
+  Some food for thought: constraints
+
+   A whole critique of the role of constraint in creativity is probably
+   beyond my powers, but I can't over-emphasize how important it's been in my
+   experiences of design, preparation, and satisfaction in any creative
+   endeavor. For role-playing, I think a designer should consider constraints
+   to be his or her most important ally: elements which, once established,
+   remain fixed and actively inform a whole suite of possibilities for the
+   future. Whether they concern Currency (e.g. Universalis), outcomes of
+   resolution (e.g. Sorcerer, The Riddle of Steel), character creation
+   options, behavioral choices, Setting, or whatever, strikes me as the
+   primary issue for designing games of any kind, and Narrativist goals need
+   them desperately.
+
+   I foresee a whole slew of threads discussing the difference between
+   "restraint" and "constraint," so here I'll only bring up how effective
+   Paul Czege's decision to constrain Setting is for My Life with Master.
+   Once you know "about 1805, central Europe, isolated village," the doors
+   are thrown open to bring maximum creativity to bear on the key issues of
+   the game. For whatever reason, I think that this aspect of the game text
+   makes the rest, especially the tricky wide-open parts like "More Than
+   Human," much easier. By comparison, the designs of Dust Devils and
+   Sorcerer are currently a bit hampered by their wide-open settings, which I
+   now think require a little too much group-based customizing. Or, at the
+   opposite extreme, Trollbabe does provide the Setting constraint, but it's
+   so subculturally focused (you get it or you don't) as to limit access to
+   the game. My Life with Master provides not only the focus, but also a
+   topic which raises the same issues for practically anyone who encounters
+   it. Furthermore, as Paul says, if someone wants to change the setting,
+   they'll do it - but they're able to do so all the better because the
+   textual setting made sense to them.
+
+  Pitfalls of Narrativist game design
+
+   1. The Timid Virgin. The reasonably successful Narrativist-leaning GM is
+   writing a game, and suddenly experiences a loss of nerve - he visualizes
+   all those other players out there who obviously don't play in this
+   fashion. One result is a kind of "but-but" motorboat effect scattered
+   through the generally Simulationist-reading text: admonishments to keep
+   non-GM participants from screwing up the apparently-Narrativist goals,
+   usually by pleading, scolding, or imposing sudden and apparently
+   out-of-place limits on the players' authority to provide input. Good
+   examples include Little Fears, The Burning Wheel, Fvlminata, and The Dying
+   Earth.
+
+   Another sort of Timid Virgin effect is a full spin toward Force Techniques
+   in isolated spots, which is less schizoid in terms of the reading
+   experience, but perhaps more confusing in the long run. Sorcerer, Everway,
+   Zero, Prince Valiant, and The Whispering Vault all have this bi-polar
+   problem, which I think characterizes many early-to-mid-90s game texts.
+
+   2. Karaoke. This is a serious problem that arises from the need to sell
+   thick books rather than to teach and develop powerful role-playing. Let's
+   say you have a game that consists of some Premise-heavy characters and a
+   few notes about Situation, and through play, the group generates a
+   hellacious cool Setting as well as theme(s) regarding those characters.
+   Then, publishing your great game, you present that very setting and theme
+   in the text, in detail.
+
+   From Over the Edge (Atlas Games, 1994; author is Jonathan Tweet):
+
+   How to Use the Setting
+
+   When I first played OTE, it was on about ten minutes' notice. I had some
+   notes on major background conspiracies, a few images of various scenes,
+   and a primitive version of the current mechanics. No map, no descriptions
+   of businesses, people, places, or any of the other useful tidbits that are
+   crammed into the previous two chapters. [He ain't kidding, and actually
+   it's the previous four chapters, 152 pages total, in the second edition -
+   RE] Naturally I winged it.
+
+   That night were born Total Taxi, Giovanni's Cab's [sic], Cesar's Hotel,
+   and Sad Mary's, all now landmarks in the Edge. Things just happened. I
+   faked it. Since there's nothing that couldn't happen, anything I dreamt up
+   was OK.
+
+   Now, however, you have a background explaining who, what, where, and when.
+   You're in a completely different situation from where I was back on that
+   first manic evening.
+
+   [The rest of the section concerns converting the reader-GM's in-play
+   mistakes about the canonical setting into opportunities, as well as
+   altering it to taste; the suggestion that he may instead put himself
+   directly into Tweet's improvisational shoes at the outset is, to my eyes,
+   vividly absent - RE]
+
+   [several pages later] Could vs. Should
+
+   ... The first time I played OTE, I had a few pages of notes on the
+   background and nothing on the specifics. I made it all up on the spot. Not
+   having anything written as a guide (or crutch), I let my imagination
+   loose. You have the mixed blessing of having many pages of background
+   prepared for you. If you use the information in this book as a springboard
+   for your own wild dreams, then it is a blessing. If you limit yourself to
+   what I've dreamed up, it's a curse.
+
+   All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing"
+   and "(or crutch)" don't hold a lot of water compared to the preceding 152
+   extraordinarily detailed pages of canonical setting. I'm not saying that
+   improvisation is better or more Narrativist than non-improvisational play.
+   I am saying, however, that if playing this particular game worked so
+   wonderfully to free the participants into wildly successful brainstorming
+   during play ... and since the players were a core source during this
+   event, as evident in the game's Dedication and in various examples of play
+   ... then why present the results of the play-experience as the material
+   for another person's experience?
+
+   3. Metaplot. From Sorcerer & Sword (Adept Press, 2001, author is Ron
+   Edwards):
+
+   Metaplot. The solution most offered by role-playing games is a
+   supplement-driven metaplot: a sequence of events in the game-world which
+   are published chronologically, revealing "the story" to all GMs and
+   expecting everyone to apply these events in their individual sessions.
+   These published events include the outcomes of world-shaking conflicts as
+   well as individual relationships among the company-provided NPCs involved
+   in these conflicts.
+
+   Metaplot of this sort, whether generated by a GM or a game publisher, is
+   antithetical to the entire purpose of Sorcerer & Sword. Almost inevitably,
+   it creates a series of game products that pretend to be supplements for
+   play but are really a series of short stories and novels starring the
+   authors' beloved and central NPCs. The role of the individual play group
+   in those stories is much like that of karaoke singers, rather than
+   creative musicians.
+
+   Metaplot is central to the design of several White Wolf games, especially
+   Mage; all AEG games; post-first-edition Traveller; AD&D'2, beginning with
+   the Forgotten Realms series; as well as others. Nearly all of them are
+   perceived as setting-focused games, and to many role-players, they 'define
+   role-playing with strong Setting.
+
+   However, neither Setting-based Premise nor a complex Setting history
+   necessarily entails metaplot, as I'm using the term anyway. The best
+   example is afforded by Glorantha: an extremely rich setting with history
+   in place not only for the past, but for the future of play. The magical
+   world of Glorantha will be destroyed and reborn into a relatively mundane
+   new existence, because of the Hero Wars. Many key events during the
+   process are fixed, such as the Dragonrise of 1625. Why isn't this
+   metaplot?
+
+   Because none of the above represent decisions made by player-characters;
+   they only provide context for them. The players know all about the
+   upcoming events prior to play. The key issue is this: in playing in (say)
+   a Werewolf game following the published metaplot, the players are intended
+   to be ignorant of the changes in the setting, and to encounter them only
+   through play. The more they participate in these changes (e.g. ferrying a
+   crucial message from one NPC to another), the less they provide
+   theme-based resolution to Premise, not more. Whereas in playing HeroQuest,
+   there's no secret: the Hero Wars are here, and the more everyone enjoys
+   and knows the canonical future events, the more they can provide theme
+   through their characters' decisions during those events.
+
+   In designing a Setting-heavy Narrativist rules-set, I strongly suggest
+   following the full-disclosure lead of HeroQuest and abandoning the
+   metaplot "revelation" approach immediately.
+
+   4. Sole reliance on deepening and detailing any aspects of Exploration is
+   misguided. The vast majority of attempted Narrativist design is a hunt for
+   the perfect Simulationist design that will ostensibly permit the
+   Narrativist play to emerge, leading to abashedness at best. It's often
+   combined with mistaking an effectiveness-improvement mechanic for a reward
+   system - at this point, the game text simply facilitates High-Concept
+   Simulationist play, and the Narrativist goal is left to Social Contract
+   alone. Various publishing practices, especially a long string of scenario
+   and setting supplememnts, provide the coffin nails.
+
+   5. Going "no system," especially for IIEE aspects of play, combines the
+   undermining aspects of both of the above two approaches, especially when
+   the author idealizes story as a product rather than Narrativist play as a
+   process. Don't forget, all role-playing has a system; turning it over to
+   "oh, just decide and have fun" merely makes the system crappy and prone to
+   bullying.
+
+   Frankly, un-structured Drama turns out to be ill-suited to Narrativist
+   play. It's clear why people turn to it so consistently; years of suffering
+   through task-resolution systems that fail to resolve conflict, with the
+   attendant Simulationist creep of rules-revisions during the 1980s, is
+   enough to put any aspirant Narrativist off of "rules" and "systems."
+
+   The Window (latest version 1997, author is Scott Lininger) makes a brave
+   attempt at this approach to play:
+
+   You see, after trying what seems like a million different systems during
+   our own series of roleplaying games (perhaps you've seen this, too), we
+   slowly realized that no matter what rules we were using, the interaction
+   between the characters essentially ran the same. No matter what rules we
+   were using, the combat always moved along with the same ultimate effects:
+   it was just a question of how long it took to get there. Even the
+   character creation worked in the same way, or at least was visualized in
+   the same way.
+
+   As it was, our style had become more important to us than the system. We
+   spent many times the creative energy developing the world and our
+   characters than we did figuring up percentages, regardless of the genre we
+   chose. It wasn't the individual stats and skills that made us love our
+   characters, rather it was their actions and their personalities and how
+   they fit into the overall story.
+
+   The only time we really noticed which rules were being used was when they
+   somehow got in the way, as they inevitably did! That was the seed. We
+   decided that it was time for a system that would stay in the background...
+   be invisible as a pane of glass...
+
+   There are plenty of explicit Narrativist goals stated in The Window,
+   especially its Third Precept:
+
+   This is a big idea, though a simple one. It starts with the realization
+   that the actors and the Storyteller are all cooperating toward the same
+   goal: If everyone takes equal responsibility for the quality of the story
+   then all will benefit when it really starts working.
+
+   There are times when a good actor will let go of their own ego and let the
+   story take precedence over their character. There are times when a good
+   Storyteller will allow the actors to narrate scenes. The days of rival
+   camps delineated by a GM screen are over. Though obviously the
+   Storyteller's vision is what creates the seeds of roleplaying, nothing
+   much will grow without the actors' input. An open, out of character dialog
+   about the direction of the story should be maintained so that the
+   Storyteller knows what's working and what's not.
+
+   Strive for originality in all things. Your characters, their actions, and
+   their contribution to the narrative are totally up to you to decide, and
+   the essence of roleplaying is a creative one. Don't allow yourself to fall
+   back on stereotypes, and remember that what you create when you sit down
+   to roleplay is totally unique to you and your group of friends. The story
+   you mutually envision should be your own.
+
+   The Window includes a dice-rolling mechanic, but most of its resolution is
+   handled through Drama, with or without the rolls. Unfortunately, the
+   unstructured-Drama system of the game is anything but invisible - it must
+   be redefined and "referenced" at every moment of play. Contrary to popular
+   belief, it demonstrates the highest Points of Contact of any sort of
+   role-playing. Furthermore, it's the one mode of attempted Narrativist play
+   which fails to prioritize or organize protagonism. It mistakenly asssumes
+   that narration yields Narrativism, and that constraints on narration are
+   necessarily restraints on Narrativist play.
+
+   What's the problem with this? Why am I being so harshly critical? It all
+   goes back to Force - if establishing the IIEE circumstances is under one
+   person's control, without reference to any System features, then scenes'
+   outcomes become the province of that person. Which in turn means that the
+   decisions and actions of player-characters are now details of this one
+   person's decisions. Narrativist de-protagonism is the near-inevitable
+   result.
+
+   6. Fleeing to Social Contract to solve everything. Some designers,
+   enthralled by the idea that input does not have to be restricted to or
+   filtered through a central person, rely on the hope that everyone feels
+   like contributing extra-protagonist content at any given moment.
+   Unfortunately, this creates a "dead ball" effect in which one must create,
+   on the spot, both adversity and its resolution from whole cloth. People
+   apparently prefer a fair amount of context and constraint in order to
+   provide input instead.
+
+   A related tendency is to rely on restraint, stating or implying that "good
+   players wouldn't do that!" I suggest two alternative approaches: (1) that
+   System provide "rebound" or consequences to make the variety of choices
+   interesting, and (2) stating explict Creative Agenda expectations up
+   front.
+
+   The biggest pitfall of all, though, needs a section of its own.
+
+  The Impossible Thing Before Breakfast
+
+   All right, here we go. This section represents a different angle of attack
+   for me - I'm not discussing System or mechanics design at all, just the
+   "how to role-play" texts. Some of the following games have, in my view,
+   very focused Creative Agenda content in contrast to these sections; other
+   games, not listed or discussed, are comparatively muddled in procedural
+   terms but have crystal-clear "how-to" sections. So this is entirely about
+   the "how-to" text, nothing else.
+
+   From Space: 1889 (1988, GDW Inc, author is Frank Chadwick):
+
+   Each adventure is a story, and the player characters are its heroes, but
+   with an important distinction: Their actions are not determined by an
+   author, but rather by the players themselves.
+
+   [From the chapter "The Referee"]
+
+   ... it is a good idea to conduct as many of the event resolution die rolls
+   as possible yourself and then announce the results. This makes the game
+   seem less mechanical to the players and enables you [to] add a secret die
+   roll modifier here or there to make things come out right without anyone
+   being the wiser. [Elsewhere in the text it is specified that this section
+   applies to critical events for the story - RE]
+
+   From Traveller (1996, Imperium Games Inc., authors are Marc Miller, Lester
+   Smith, Tony Lee)
+
+   The Players
+
+   Like a novel author or an actor in a drama, each player in a role-playing
+   game creates a persona, or character, to portray in the game ... the
+   player responds to the situation of the adventure as it unfolds, deciding
+   what the character would say or do in that situation. They don't just
+   watch the character, they choose the character's options.
+
+   The Referee
+
+   Management of the game is performed by a special player known as the
+   referee. ... Like the director of a movie, the referee judges what can and
+   cannot be accomplished in a particular scene.
+
+   From Tsyk (1996, Propaganda Publishing, author is Serge Stelmack):
+
+   Number Two: The personas are the property of the players.
+
+   Tsyk is not about players versus the GM. It is about the cooperative
+   weaving of a tale that everybody can enjoy. It does not make sense to use
+   the powers of gamemastery to try and dominate the personas, or to be
+   spiteful over their successes in the game.
+
+   Though it is the job of the GM to guide the characters through the
+   adventure, it is always the decisions of the players that dictate the
+   actions of the personas.
+
+   From Agone (2001, Multisim Publishing, authors include Sebatian Celerin,
+   Mathieu Gaborin, Stephane Marsan, Frederic Weil, and others):
+
+   ADVICE TO THE EG
+
+   The role of the Eminence Grise is crucial. He is the balance-keeper of the
+   game. He must prepare - and often create from scratch - thrilling plots
+   and describe the settings and their inhabitants ... In short, he enables
+   the players to live a good heroic-fantasy adventure. He must create a tale
+   in which the players' characters have the lead roles, in which they can,
+   through their actions, bring the story to one end or another.
+
+   In our world, the EG would be called a director or storyteller. Indeed, he
+   is simultaneously writer, director, and actor in a play or movie, which
+   improvises itself as hours of gameplay fly by.
+
+   From Undiscovered (2001, Eilfin Publishing, authors include Adam D.
+   Theriault, Antonio da Rosa, Philip Theriault):
+
+   Guiding Your Adventures
+
+   Let the players control their own fate. Although it is your story, you
+   must follow the whims of the characters. It is, after all, their lives
+   they are playing out. The characters must have the freedom to choose their
+   own fates, not just do what the AG tells them to do. It is your job,
+   however, to guide the characters through the story you have created.
+
+   What could any of this be saying? How is Entity A creating the tale,
+   guiding characters through the adventure, judging what can be accomplished
+   in a scene, making things come out right, and "your story" to be
+   reconciled with Entity B being "like a novel author," determining
+   characters' actions, bringing a story to an end, and having the lead
+   roles? As plain explanation, all such text is unmitigated nonsense. It's
+   such nonsense, that personalized readings that themselves make sense are
+   often projected onto it, as what the authors "must obviously" have meant.
+   Two such projections include:
+
+    1. Players of the protagonists always provide those characters'
+       decisions, especially climactic ones that drive the resolving scenes;
+       the GM-role is there to provide relevant adversity for everyone else,
+       e.g. managing scene framing, Bangs, and pacing.
+
+    2. The GM has the story decisions, i.e., wields substantial Force.
+       "Story" isn't coming from player decisions at all and may be
+       considered, itself, a piece of Explorative-material input from the GM.
+       Everyone else is providing color and material through
+       pseudo-decisions.
+
+   Both of these are perfectly reasonable approaches to play. Don't mistake
+   your solution as justification for Impossible Thing game text. If a person
+   is stuck in the rhetoric of The Impossible Thing, he tends to seize his
+   personal solution and embrace it like a life-raft, rejecting any
+   examination of the Thing itself.
+
+   No one is safe, apparently. From Maelstrom (Hubris Games, 1994, author is
+   Christian Aldridge):
+
+   What happens in a game
+
+   Characters will have goals they want to attain, and obstacles to overcome.
+   The story that the narrator creates will provide the setting and the plot.
+   In that plot the characters might stumble into adventure accidentally, or
+   become embroiled in international espionage, or choose to seek out fame
+   and fortune as tomb-robbers or pirates. The important point is that the
+   players author the tale through the actions of their characters.
+
+   Gaaaahh! Right there in a book studded with some of the finest applied
+   Narrativist techniques known to role-playing, there it squats, pulsing!
+   Based on the rest of the text as well as my discussions with Aldridge, I
+   know the first "provide the story" in this excerpt indicates adversity;
+   the second ("author the tale") indicates Narrativist protagonism. But
+   without that distinction in mind, reading such explanations is agonizing;
+   one can see the author filling in phrases he is accustomed to seeing in
+   role-playing texts, then, clearly realizing he's written something he
+   didn't mean, correcting himself mid-paragraph, resulting in a
+   contradictory hash.
+
+   As discussed earlier, the issue hinges on the super-big red herring called
+   "the plot, the story." It can mean so many things: - the NPCs' plan to do
+   something, which is irrelevant in GNS terms, as that's merely in-game
+   adversity, a staple of any role-playing. - given the definite article and
+   given a pre-player-decision context, it's absolutely anathema to
+   Narrativist play. - stripped of that article and given a purely post-play
+   context, it means nothing more than story, and is irrelevant for prep for
+   Narrativist play.
+
+   It's also easy to get distracted by the word "GM." A person may have a
+   mental tautology going between "GM" and "power," with a corresponding
+   death-grip on his or her perceived responsibility to perform and
+   entertain. Once the term is understood to be a set of independent roles
+   which may be distributed differently across the participants, then the
+   whole thing becomes a lot easier.
+
+   As far as game design and text is concerned, The Impossible Thing is easy
+   to avoid. All you have to do is be up-front about where and how those
+   GM-roles are distributed. If you're doing a solid Simulationist game with
+   a strong story emphasis via Force, say so and don't bleat about "players
+   control their characters' decisions" (see Call of Cthulhu and
+   Arrowflight). If you're doing a solid Narrativist game, keep Force out of
+   it entirely (see Dust Devils, InSpectres, and My Life with Master).
+
+The hard question
+
+   I suggest that both Gamist and Narrativist priorities are clear and
+   automatic, with easy-to-see parallels in other activities and apparently
+   founded upon a lot of hardwiring in the human mind (or "psyche" or
+   "spirit" or whatever you want to call it). Whereas I think Simulationist
+   priorities must be trained - it is highly derived play, based mainly on
+   canonical fandom and focus on pastiche, and requires a great deal of
+   contextualized knowledge and stern social reinforcement. This training is
+   characterized by teaching people not to do what they're inclined to. No
+   one needs to learn how to role-play, but most do need to learn to play
+   Simulationist, by stifling their Gamist and/or Narrativist proclivities.
+   Such training is often quite harsh and may involve rewards and punishments
+   such as whether the person is "worthy" to be friends with the group
+   members.
+
+   If the typical role-playing preferences among humans are Gamist and
+   Narrativist, then play based on these modes should be easy to pick up,
+   easy to spread, and easy to sell, and I think it is all three. However,
+   since the typical role-playing text and typical training is Simulationist,
+   the net effect is to bump the majority of interested people away from the
+   hobby after first contact, and to consolidate the Simulationist primacy in
+   all evident features of the hobby, as opposed to the potential ones. This
+   is one of several reasons why the hobby remains decidedly fringe.
+
+   So the first question is, how about you? Are you Simulationist-by-habit,
+   which is to say, well-trained to this mode by the first group you
+   encountered? If so, is that what you really want? If so, then excellent.
+   But! If not, if you'd rather be addressing Premise, then you have a lot of
+   habits to break - perhaps even those which, in your mind, originally
+   defined the activity.
+
+   The second, larger question is much like the Gamist one: why role-play for
+   this purpose? Why this venue, and not some more widely-recognized medium
+   like writing comics or novels or screenplays? Addressing Premise can be
+   done in dozens, perhaps hundreds, of artistic media. To play Narrativist,
+   you must be seizing role-playing, seeing some essential feature in the
+   medium itself, which demands that Premise be addressed in this way for you
+   and not another. What is that feature? If you can't see one, then maybe,
+   just maybe, you are slumming in this hobby because you're afraid you can't
+   hack it in a commercial artistic environment. Maybe you even hang with a
+   primarily-Simulationist group, with the minimal levels of satisfaction to
+   be gained among them, because it's safe there.
+
+   But let's say you do answer that question, and hold your head up as a
+   Narrativist role-playing practitioner, addresser of Premise. Fine - now
+   you have to ask yourself whether you can handle artistic rejection. That's
+   right, no one might be interested in you. This is exactly what all
+   aspiring directors, screenwriters, novelists, and other practitioners of
+   narrative artistry face. In which case, you'll have to decide whether it's
+   because your worthy vision is unappreciated and should seek new
+   collaborators, or because your vision is simply lacking. It's not an easy
+   thing to deal with.
+
+   But let's say that's all resolved too, and you are holding the brass ring:
+   successful and fulfilling Narrativist play with a great bunch of fellow
+   participants, fine and exciting content from your and the others' work,
+   and the sense of worthy artistry. Now for the final conundrum: what will
+   you sacrifice to sustain it? Maybe your spouse is tired of the time you
+   spend on this; maybe you and a fellow group member get a little too close;
+   maybe you decide your art would be even better if your best friend's sorry
+   ass was no longer gumming up the group's work. Can you make those sorts of
+   choices? Can you live with the results?
+
+   Good luck with it. No one ever claimed that balls-to-the-wall artists were
+   necessarily easy to live with.
+
+Glossary
+
+   The following terms continue the lists at the end of the essays
+   "Simulationism: the Right to Dream"
+   ([24]http://www.indie-rpgs.com/articles/15/) and "Gamism: Step On Up"
+   ([25]http://www.indie-rpgs.com/articles/21/), which themselves are
+   additions to the definitions given in "GNS and other matters of
+   role-playing theory" ([26]http://www.indie-rpgs.com/articles/1/). Which is
+   a polite way of saying go look at all of them, for now. A complete
+   glossary is under way.
+
+   Bangs
+
+           Introducing events into the game which make a
+           thematically-significant or at least evocative choice necessary
+           for a player. The term is taken from the rules of Sorcerer.
+
+   Black Curtain
+
+           My term for the techniques a GM may employ to keep his use of
+           Force hidden from the other participants in the game, such that
+           they are at least somewhat under the impression that their
+           characters' significant decisions are under their control. See
+           Illusionism.
+
+   Blood Opera
+
+           Play in which character generation focuses on potentially
+           irreconcilable differences among at least some of the characters,
+           and in which scenario generation is designed to put as much
+           pressure on these differences (and therefore on unexpected
+           alliances as possible). Notable for high mortality rates among
+           characters, in the manner of Reservoir Dogs. The term was coined
+           by Ralph Mazza, Jake Norwood, and myself after playing an
+           especially masochistic session of The Riddle of Steel during
+           Origins 2003.
+
+   Bob (from Sex & Sorcery)
+
+           Withholding response or otherwise mandating a "rest" in the
+           Premise-addressing action of play.
+
+   Conflict resolution
+
+           A technique in which the resolution mechanisms of play focus on
+           conflicts of interest, rather than on the component tasks within
+           that conflict. When using this technique, inanimate objects are
+           conceived to have "interests" at odds with the character, if
+           necessary. Contrast with Task resolution.
+
+   Congruence
+
+           Term coined by Walt Freitag to describe the theoretical
+           possibility of simultaneous play of different Creative Agendas
+           which, although fulfilling very different needs for their
+           employers, are also mutually supportive between those employers.
+           The existence of sustained congruence remains controversial.
+
+   Cross (from Sex & Sorcery)
+
+           Introducing effects from previous scenes into current scenes,
+           although the scenes do not contain the same protagonists.
+
+   Deprotagonize (Paul Czege)
+
+           To limit or devalue another person's opportunity to establish
+           their character as a protagonist during Narrativist play. Note
+           that this is specific to Paul's use of Protagonism strictly in the
+           limited Narrativist context.
+
+   Egri, Lajos
+
+           the author of The Art of Dramatic Writing (1946); see Premise.
+
+   El Dorado
+
+           Coined by Paul Czege, a term for the unrealizable ideal of
+           consistently addressing Premise through explicitly Simulationist
+           play.
+
+   Force
+
+           Originally called "GM-oomph" (Ron Edwards), then "GM-Force" (Mike
+           Holmes) - Control over the protagonist characters'
+           thematically-significant decisions by anyone who is not the
+           character's player. The Force is an especially good term for this
+           phenomenon, due to (1) its sense of imposed mandate and
+           strength-in-control (not just input), and (2) its parodic Star
+           Wars connotation - whatever you want the plot to be, "use the
+           Force!"
+
+   Ouija-board role-playing
+
+           Coined by me in this essay, a form of Illusionism practiced among
+           all the participants upon one another to conceal both Step On Up
+           and Story Now priorities from one another.
+
+   Pastiche
+
+           An artistic production which relies on invoking pre-existing
+           productions' features for its primary effect; at worst, a simple
+           imitation, but at best, potentially a strong secondary commentator
+           on the original text. Often associated with "fanfic" or other
+           forms of homage.
+
+   Premise (adapted from Egri)
+
+           A generalizable, problematic aspect of human interactions. Early
+           in the process of creating or experiencing a story, a Premise is
+           best understood as a proposition or perhaps an ideological
+           challenge to the world represented by the protagonist's passions.
+           Later in the process, resolving the conflicts of the story
+           transforms Premise into a theme - a judgmental statement about how
+           to act, behave, or believe.
+
+   Prima Donna
+
+           A Narrativist player who engages in Premise-addressing, but will
+           not share screen time or Premise-significant decision-making time
+           with other participants. An extremely dysfunctional subset of
+           Narrativist play.
+
+   Protagonism
+
+           A problematic term with two possible meanings. (A) A
+           characteristic of the main characters of stories, regardless of
+           who produced the stories in whatever way. (2) A characteristic set
+           of behaviors among people during role-playing, associated with
+           Narrativist play, with a necessary equivalent in Gamist play and
+           possible and Simulationist play.
+
+   Railroading
+
+           Control of a player-character's decisions by the GM, or
+           opportunities for decisions, in any way which breaks the Social
+           Contract for that group, in the eyes of the character's player.
+
+   Simulationist-by-habit (Jesse Burneko)
+
+           A form of synecdoche which defines "role-playing" according to
+           certain historically-widespread Simulationist approaches to play."
+           The system's job is to provide the physics of the game-world" is a
+           good example.
+
+   Story
+
+           an imaginary series of events which includes at least one
+           protagonist, at least one conflict, and events which may be
+           construed as a resolution of the conflict.
+
+   Story Now
+
+           a mode, or Creative Agenda, in which Premise is addressed through
+           play. The epiphenomenal outcome for the transcript is almost
+           always a story.
+
+   Task resolution
+
+           a technique in which the resolution mechanisms of play focus on
+           within-game cause, in linear in-game time, in terms of whether the
+           acting character is competent to perform a task. Contrast with
+           Conflict resolution.
+
+   Transcript
+
+           an account of the imaginary events of play without reference to
+           any role-playing procedures. A transcript may or may not be a
+           story.
+
+   Transition (coined by Fang Langford)
+
+           Changing from one Creative Agenda to another through the course of
+           play using rules designed to make that process easy.
+
+   Typhoid Mary
+
+           A GM who employs Force in the interests of "a better story,"
+           usually identifiable as addressing Premise; however, in doing so,
+           the GM automatically de-protagonizes Narrativist players and
+           therefore undercuts his or her own priorities of play, as well as
+           being perceived as a railroader by the players. An extremely
+           dysfunctional subset of Narrativist play.
+
+   Vanilla Narrativism: Narrativist play without notable use of the following
+   techniques
+
+           Director Stance, atypical distribution of GM tasks, verbalizing
+           the Premise in abstract terms, overt rules concerning narration,
+           and improvised additions to the setting or situations. People who
+           typically play in this fashion often fail to recognize themselves
+           as Narrativists.
+
+   Weave (from Sex & Sorcery)
+
+           A GM technique of bringing NPC activities closer to the
+           player-characters and to introduce multiple responses among NPC
+           and player-character actions.
+
+   --------------------------------------------------------------------------
+
+   Last updated 29-Jan-2004 09:56:35 CDT
+
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