diff -r 624c702e7fec -r 90028d83d4ea references/simulationism_the_right_to_dream.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/references/simulationism_the_right_to_dream.txt Mon Mar 20 13:28:17 2006 -0500 @@ -0,0 +1,1651 @@ + The Internet Home for Independent Role-Playing Games + [1]The [2]About the Forge | [3]Support The Forge | [4]Articles | + Forge [5]Reviews | [6]Resource Library | [7]Forums + + + Simulationism: The Right to Dream + by [8]Ron Edwards + + Many thanks are due to Clinton R. Nixon, Paul Czege, Jared A. Sorensen, + Ralph Mazza, Christopher Kubasik, and Mike Holmes for comments on the + manuscript. Several points, key text quotes, and nuances of argument + wouldn't be in the article without their input. All inconsistencies or + argumentative flaws, on the other hand, may be laid at my door. + + This is the first of three essays about the three GNS modes of + role-playing. Each one is about both play and game design, with the + former as the basic issue, and each one is intended to develop the + points made in my "GNS and related matters of role-playing design" + essay. I'm also drawing upon ideas I didn't express in that essay and + many, many points of debate at the Forge over the last year. The + original essay cleared up a lot of acrimony and misunderstanding that + had arisen in the previous years, and I'm hoping that the current series + plays an even more positive role in the current context - not only to + remove negative connotations and interpretations (which are now much + fewer anyway), but to encourage mutual understanding and appreciation + among all role-players about all the available modes of play. + + Each essay isn't a segregated unit only about that one mode. Each will + include more general issues, especially if they pertain especially if + not uniquely to the mode under discussion, and each one is intended to + clarify and develop "GNS and related matters" as a whole. Also, each one + concludes with a Hard Question for those who prefer that mode of play. + Each Hard Question is supposed to be interesting on its own, but I hope + that the three taken together will be much more than merely + "interesting." + + Simulationist role-playing has a great deal of power and potential. In + the previous essay, I wrote that it "... is expressed by enhancing one + or more of the listed elements [Character, Setting, Situation, System, + Color]; in other words, Simulationism heightens and focuses Exploration + as the priority of play. The players may be greatly concerned with the + internal logic and experiential consistency of that Exploration." + + Exploration reviewed + Obviously the thing to do is to get as clear an understanding of + "Exploration" as possible. It's our jargon term for imagining, + "dreaming" if you will, about made-up characters in made-up situations. + It's central to all role-playing, but in Simulationist play, it's the + top priority. + + I need to stop th'flow for a moment to explain some background, though. + My original notions were mainly laid out in "System Does Matter," my + first essay about all this stuff, based on my readings about the + Threefold Model proposed in the r.g.f.a. discussion group. At the Gaming + Outpost, lots of debate ensued about my essay, and eventually a poster + called the Scarlet Jester objected to the term Simulationism in terms of + its connotations, offering "Exploration" as the replacement - defined as + the enjoyment of the "dream" or the imagination as an act in itself. He + called his model "GENder" as an alternative to the then-existing GNS. + + GENder made a lot of sense to me, with one exception: Exploration, to + me, seemed to be involved in all of role-playing. I decided to modify + GNS severely and "float" the three modes on a "sea" of Exploration. In + that context, Simulationist play priorities suddenly made more sense - + as I saw it and still do, unlike Narrativist and Gamist priorities which + are defined by an interpersonal out-of-game agenda, Simulationist play + prioritizes the in-game functions and imagined events. + + From the introduction to RuneQuest, second edition (The Chaosium, 1978, + 1979, 1980; specific author for this text unknown; game authors are + Steve Perrin, Ray Turney, Steve Henderson, and Warren James): + + What is a fantasy role-playing game? + A role-playing game is a game of character development, simulating the + process of personal development commonly called "life." + + [In fairness, later text in the introduction brings in some adversarial + GM/player context that sounds more Gamist, but the above quote is + reinforced more often throughout the book's rules and text.] + + From the introduction of Skyrealms of Jorune, 3rd edition (Chessex + Publications, 1992, author is Andrew Leker): + + Is it possible to win at role-playing? The whole idea of role-playing + is to have a good time. Players work toward a common goal, often + survival, but sometimes helping a friend in need, or accomplishing a + task of unquestioned importance. Although there will be no winner or + losers in an absolute sense, you will have the satisfaction of + watching your character think through challenges, survive + confrontations with other races, grow, and develop new skills. + + [Note the synecdoche: the "whole idea."] + + From the introduction to Marc Miller's Traveller (1996, author is Marc + Miller): + + ... the players' enjoyment comes from identifying with the character + and vicariously experiencing the situation with that character, just + as the reader of a novel and the viewer of a movie identify with the + character ... + + [The above text is followed by some Impossible Thing Before Breakfast + text which will be discussed in the Narrativism essay.] + + What's fun or good about that? Simulationist play looks awfully strange + to those who enjoy lots of metagame and overt social context during + play. "You do it just to do it? What the hell is that?" + + However, contrary to some accusations, it's not autistic or + schizophrenic, being just as social and group-Premise as any other + role-playing. The key issues are shared love of the source material and + sincerity. Simulationism is sort of like Virtual Reality, but with the + emphasis on the "V," because it clearly covers so many subjects. Perhaps + it could be called V-Whatever rather than V-Reality. If the Whatever is + a fine, cool thing, then it's fun to see fellow players imagine what you + are imagining, and vice versa. (By "you" in that sentence, I am + referring to anyone at the table, GM or player.) To the dedicated + practitioner, such play is sincere to a degree that's lacking in + heavy-metagame play, and that sincerity is the quality that I'm focusing + on throughout this essay. + + Sincere shared creativity: all role-playing has to have it. For some, + it's the whole point. + + Is the term fatally flawed? + More than once, people have called for abandoning the term "simulation" + in its entirety. Most of the objections arise from connotations of one + sort or another, since it gets used for all sorts of recreational or + applied things. If it's Simulationism, then what's it Simulating, and + what form does the resulting Simulation take? + + For better or for worse, this issue has never really struck home for me. + My call is that the term is is defined locally and historically, and not + really descriptive as such ("simulating") in nearly any application. + Here's the variety that I see: + + * Simulation in wargaming = historical plausibility ("realism"). + * Simulation in computer games = rendering, reaction time. + * Simulation in behavioral terms = "let's pretend" in terms of our + expressions, gestures, and voices. + * Simulate in emotional terms = related to lying, as in dissimulate or + simulated passion. + + Since the term does not carry a single meaning among all the other + contexts, assigning a specific meaning for role-playing just seems to be + par for the course and not especially or intrinsically confusing. + Hastily added: "to me." Maybe I'm just obdurate. + + Taking it role-playing specifically, a new issue arises: it's awfully + hard to get at goals of any kind right out of the texts. A good place to + start is Advanced Dungeons & Dragons, in just about the first text ever + that tried to explain what was going on (Dungeon Master's Guide, first + edition, 1979, TSR; the author is Gary Gygax): + + Of the two approaches to hobby games today, one is best described as + the realism-simulation school and the other as the game school. AD&D + is assuredly an adherent of the latter school. It does not stress any + realism ... It does little to attempt to simulate anything either. + ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun + and enjoyment of those who seek to use imagination and creativity. + + How to parse this? It seems unequivocal. However, first, this text is + palpably disingenuous regarding "simulates nothing" - the immense + efforts devoted in this book to the importance of in-game time and + in-game justifications of hit-points, retainer/hireling opinions, costs + for castle parts, and much more, do not support his claim. Second, and + more importantly, Gygax is speaking from a 1970s perspective of + role-playing existing as a subset of wargaming. What he calls simulation + or realism, I call historical accuracy; what he calls "game" + (imaginative, creative), I call Exploration. As an "umbrella point," + although D&D and AD&D of this era were procedurally mainly Gamist, all + accompanying text by Gygax in any publication represents, I think, very + hard-line post-wargame Simulationism as conceived by GNS theory. + + A somewhat lesser issue concerns whether I'm doing great violence to the + term Simulationism as proposed in the original Threefold Model. My + answer to this has two parts. (1) The Threefold definitions, for all + three modes, tend to benefit in this debate from being moving targets + over the years. (2) My set of theorizing, usually called "GNS" although + I'm starting to wish for a better umbrella term, explicitly disavows any + need for consistency with the Threefold. + + However, although I'm not convinced it's necessary, one possible + solution has arisen. Jack Spencer proposed "Emulation" for the goals of + play that I currently call Simulationism. If I felt any need for a + wholly new term, this would probably be it. + + Baseline Simulationist practice + The five elements of role-playing as laid out in my GNS essay are + obviously where we start. Modelling them is the ideal. My first point + about that is that the model need not be static; dynamic characters and + settings, for instance, are perfectly valid Simulationist elements. My + second point is that different types of Simulationist play can address + very different things, ranging from a focus on characters' most + deep-psychology processes, to a focus on the kinetic impact and + physiological effects of weapons, to a focus on economic trends and + politics, and more. I'll go into this lots more later. + + The second point is that the mechanics-emphasis of the modelling system + are also highly variable: it can handled strictly verbally (Drama), + through the agency of charts and arrows, or through the agency of + dice/Fortune mechanics. Any combination of these or anything like them + are fine; what matters is that within the system, causality is clear, + handled without metagame intrusion and without confusion on anyone's + part. That's why it's often referred to as "the engine," and unlike + other modes of play, the engine, upon being activated and further + employed by players and GM, is expected to be the authoritative motive + force for the game to "go." + + The game engine, whatever it might be, is not to be messed with. It is + causality among the five elements of play. Whether everyone has to get + the engine in terms of its functions varies among games and among + groups, but recognizing its authority as the causal agent is a big part + of play. (To repeat, the engine's extent and detail aren't the point; I + could be talking about a notecard of brief "stay in character" + requirements or a 300-page set of probability charts.) By the way, + moving the GM into a position of authority over the rules/system is a + derived state of the rules' authority; I'll discuss that later. + + Many Simulationist systems also emphasize modularity - you've got the + baseline engine for what happens, so for specialty phenomena, whatever + new rules go on top must not violate or devalue that baseline. When a + system is very strong in this regard, it's what most people call + "universal" or "generic," by which they mean customizable through + addition. + + My final point is that this mode requires clear + player-character/real-person boundaries, in terms of in-character + knowledge and metagame knowledge. There's no single set of boundaries + that applies to all ways to play Simulationist, but whatever they are in + a given instance, they must be clear and abided by. + + How-to-play text + A lot of game texts in this tradition reach for a fascinating ideal: + that reading the book is actually the start of play, moving seamlessly + into group play via character creation. Features of some texts like the + NPC-to-PC explanatory style and GM-only sections are consistent with + this ideal, as well as the otherwise-puzzling statement that character + generation is a form of Director stance. It supports the central point + of this essay, that the value of Simulationist play is prioritizing the + group imaginative experience, to an extent that expands the very notion + of "play" into acts that from Narrativist or Gamist perspectives are not + play at all. + + This ideal poses two problems: one for the GM in particular, and one for + the group as a whole. + + The GM problem, only partly solved by GM-only sections, is that it makes + it very hard to write a coherent how-to explanation for scenario + preparation and implementation. Putting this sort of information right + out "in front of God and everybody" is counter-intuitive for some + Simulationist-design authors, because it's getting behind the curtain at + the metagame level. The experience of play, according to the basic goal, + is supposed to minimize metagame, but preparation for play, from the + GM's perspective, is necessarily metagame-heavy, and if reading the book + is assumed to be actually beginning to play ... well, then a certain + conflict of interest sets into the process. + + The usual textual solution is to assume that the GM is already on the + same page and to address him or her as a co-conspirator. In many games, + however, such information is outright punted, such that a GM must bring + a particular set of experiences and values to the text in the first + place in order to play the game. + + The whole-group problem is that individually-conducted character + creation often produces differing conclusions about the point of play + from player to player, which is to say, the characters are fully + plausible and created by the rules, but are also manifestly incapable of + interacting in terms of any one person's desired genre/setting. The + classic example in fantasy-adventure play is the party including a + paladin and an assassin; the one in superhero play is the super-team + that includes both a Spider-Man clone and a Wolverine clone. + + The usual textual solution is to urge that all character creation be + subject to the approval of the GM, which in practice poses some + problems. For instance, it assumes that the Social Contract of the game + group permits such authority and presents no procedure to follow if that + happens not to be the case. Also, I have never seen any text explaining + what a GM is supposed to do or to say to the player regarding how to + re-write the character or to design a new one; every example, and there + are many, seems to assume that the GM "just knows" how to communicate + the je ne sais qua to the player. + + I suggest that genuinely helpful, teaching-oriented text that does not + fall into synecdoche ("real role-players," etc) would be a tremendous + benefit to presenting straightforwardly Simulationist games. Such text + would include methods for GMs to prepare scenarios from a fully-metagame + perspective - which is to say, the ideal of the book "being play" would + have to be lost temporarily - as well as methods for the GM's work + during character creation itself. Furthermore, this text would have to + be practical and compelling to players in a way that "All character + creation is subject to the approval of the GM" is not - for instance, it + would inspire players to avoid the paladin-assassin problem on their + own, during the creation of the first characters rather than the second + ones. + + Historically, such text has been rare. Well, actually, it's rare for any + mode of play, but I submit that Simulationist-oriented games have tended + to have special trouble with it due to the widely-held ideal of treating + the text experience as play. + + Internal Cause is King + Consider Character, Setting, and Situation - and now consider what + happens to them, over time. In Simulationist play, cause is the key, the + imagined cosmos in action. The way these elements tie together, as well + as how they're Colored, are intended to produce "genre" in the general + sense of the term, especially since the meaning or point is supposed to + emerge without extra attention. It's a tall order: the relationship is + supposed to turn out a certain way or set of ways, since what goes on + "ought" to go on, based on internal logic instead of intrusive agenda. + Since real people decide when to roll, as well as any number of other + contextual details, they can take this spec a certain distance. However, + the right sort of meaning or point then is expected to emerge from + System outcomes, in application. + + Clearly, System is a major design element here, as the causal anchor + among the other elements. As I outlined in the previous essay, System is + mainly composed of character creation, resolution, and reward mechanics. + + During character generation, layering and overt currency are frequently + employed to engage the player in Simulationist play during the process. + + Layering may be employed to establish and identify the character's + plausibility in terms of the game-world itself. For a look at the + historical differences among games, compare the methods for establishing + player-character skill competence in early RuneQuest (Simulationist) + with those of Hero Wars (Narrativist). In Hero Wars, the system limits + how many of the thirty or so starting abilities are assigned high values + (two really good ones and one great one), but not which ones. Whereas in + RuneQuest, every skill has a starting-character value based on its + commonality and difficulty to learn, and every skill is rated in money + regarding learning higher values of competence, based both on difficulty + to learn and who teaches the skill. Hero Wars character creation, which + is minimally layered, isn't concerned with the implausibility of having + a mastery-level in Greatsword be just as "likely" as having it in + Farming; RuneQuest character creation, which is maximally layered, + emphatically is. + + To repeat, the above point is historical. Whether the distinction I've + drawn holds for any and all Simulationist play potential, I don't know. + + A related issue is prerequisite attributes and abilities for a given + ability, which represent a further step of layering. Prerequisites are + common in historical Simulationist and Gamist design, and in the former, + I think they are present specifically to reinforce the same + plausibility/likelihood issue. + + For currency, consider Champions or many of the games based on its + principles. From a Simulationist perspective on play, if a given feature + costs more than another, or if it can be traded off with some other + feature, or if it plus another feature mathematically yield a third, + then it's all built to focus attention and assign cause from "is" to + "does" in the imagined game-context. That cause must be (a) engaging (as + for any RPG) and (b) causally continuous through the layers, providing + for many equally-functional, equally-plausible, and potentially + equally-enjoyable options. + + I think this combined approach and perceived purpose of layering and + currency is why attribute + skill systems have remained entrenched - a + strong sub-set of the Simulationist perspective demands that the + in-world ontogeny of a character's ability be integrated into the + process of establishing it on the character sheet. + + Resolution mechanics, in Simulationist design, boil down to asking about + the cause of what, which is to say, what performances are important + during play. These vary widely, including internal states, interactions + and expressions, physical motions (most games), and even decisions. Two + games may be equally Simulationist even if one concerns coping with + childhood trauma and the other concerns blasting villains with lightning + bolts. What makes them Simulationist is the strict adherence to in-game + (i.e. pre-established) cause for the outcomes that occur during play. + Before talking about dice or other specific resolution mechanics, I'll + discuss two elements of Resolution which are rarely recognized: the + treatment of in-game time and space. These are a big deal in + Simulationist play as universal and consistent constraints, which must + apply equally to any part of the imagined universe, at any point during + play. + + To talk about this, let's break the issue down a little: + + * In-game time occurs regarding the actually-played imaginary moments + and events. It's best expressed by combat mechanics, which in + Simulationist play are often extremely well-defined in terms of + seconds and actions, but also by movement rates at various scales, + starship travel times, and similar things. + * Metagame time is rarely discussed openly, but it's the crucial one. + It refers to time-lapse among really-played scenes: can someone get + to the castle before someone else kills the king; can someone fly + across Detroit before someone else detonates the Mind Bomb. Metagame + time isn't "played," but its management is a central issue for + scene-framing and the outcome of the session as a whole. + * Real time is, of course, the real time of play as experienced by the + people at the table. I think comparing between its flow and that of + the in-game time is a crucial issue as well - when is a huge hunk of + real time necessary to establish a teeny bit of in-game time, and + vice versa? + + The following text is also from the first edition of the Dungeon + Master's Guide (TSR, 1979); the author is Gary Gygax. + + Game time is of the utmost importance. Failure to keep careful track + of time expenditure by player characters will result in many anomalies + in the game. ... + + One of the things stated in the original game of D&D was the + importance of recording game time with respect to each and every + player-character in a campaign. In AD&D it is emphasized even more: + YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN UNLESS EXTENSIVE RECORDS ARE + KEPT. + + [provides an example, then:] + + You may ask why time is so important if it causes such difficulties + with record-keeping, dictates who can or can not go adventuring during + a game session, and disperses player characters to the four winds by + its strictures. Well, as initially pointed out, it is a necessary + penalty imposed on characters for certain activities [making magic + items - RE]. Beyond that, it also gives players yet another + interesting set of choices and consequences. The latter tends to bring + more true-to-life quality to the game, as some characters will use + precious time to the utmost advantage, some will treat it lightly, and + some will be constantly wasting it to their complete detriment. Time + is yet another facet which helps to separate the superior players from + the lesser ones. + + That latter point bears close, close examination. Gygax is not talking + about winning, I think, but about a quality. This is his value judgment + about how to play this game. His "true to life quality," I think, is + synonymous with his earlier reference to creativity and imagination, or + Simulationism (prioritizing Exploration) as defined by me. + + Gygax's text perfectly states the Simulationist view of in-game time. It + is a causal constraint on the other sorts. One can even find, in many + early game texts, rules that enforce how in-game time acts on real time, + and vice versa. However, most importantly, it constrains metagame time. + It works in-to-out. In-game time at the fine-grained level (rounds, + seconds, actions, movement rates) sets incontrovertible, foundation + material for making judgments about hours, days, cross-town movment, and + who gets where in what order. I recommend anyone who's interested to the + text of DC Heroes for some of the most explicit text available on this + issue throughout the book. + + So much for time; now let's talk space. Rules for characters' movement + in the imagined space of the situation go all the way back to wargaming, + in the (to us oldies) familiar forms of grids and hex-maps, counters, + and even rules or tape-measures. The original context was pretty + large-scale: the movement of troops, heavy vehicles, squadrons, and so + on. For role-playing in the "new" sense, the scale got bumped down to + the individual level, and so came to emphasize facing, movement rate, + turn rate, number of personal actions, and similar. + + The interesting thing is that most of these specific details have been + lost in most, although not all, Simulationist rules design over the + decades, with nary a whimper. Why? Because second-to-second kinetics + ceased to be (or rarely were) the issue of Exploration at hand, + particularly in genre-heavy play (see later). The Situation of interest + typically isn't "facing" when we want Character, Setting, System, + Situation, and Color to fire on shared cylinders with full + internal-consistency and agreed-upon thematic outcomes. + + It's significant, I think, that movement-specific mechanics do remain in + many Gamist RPG design as an element of tactical challenge. + + Now for the more nitty-gritty resolution mechanics, or DFK (Drama, + Karma, Fortune). Historically speaking, the System has been based on + task resolution, not conflict resolution, regardless of scale. Don't + mistake "conflict" for "large-scale task." This point is independent of + the system's complexity; it applies to rock-paper-scissors and GM-fiat + as well as to dice and tables. + + The causal sequence of task resolution in Simulationist play must be + linear in time. He swings: on target or not? The other guy dodges or + parries: well or badly? The weapon contacts the unit of armor + body: + how hard? The armor stops some of it: how much? The remaining impact + hits tissue: how deeply? With what psychological (stunning, pain) + effects? With what continuing effects? All of this is settled in order, + on this guy's "go," and the next guy's "go" is simply waiting its turn, + in time. + + The few exceptions have always been accompanied by explanatory text, + sometimes apologetic and sometimes blase. A good example is + classic hit location, in which the characters first roll to-hit and + to-parry, then hit location for anywhere on the body (RuneQuest, GURPS). + Cognitively, to the Simulationist player, this requires a replay of the + character's intent and action that is nearly intolerable. It often + breaks down in play, either switching entirely to called shots and + abandoning the location roll, or waiting on the parry roll until the hit + location is known. Another good example is rolling for initiative, which + has generated hours of painful argument about what in the world it + represents in-game, at the moment of the roll relative to in-game time. + + The most common Simulationist resolution is handled through Fortune, + specifically Fortune-at-the-End. This term refers to a dice roll (or + cards, or whatever) which is consulted after all possible pre-resolution + description of the actions in question has been delivered. Its + alternative, Fortune-in-the-Middle, is not historically observed in + Simulationist game design. (See glossary for definitions and links.) + + A useful way to look at Fortune in much Simulationist play is to think + of anything that isn't rolled as being a 100% outcome on an implied + roll. The extreme view (see the Purist for System category below) is to + interpret the whole shootin' universe as tacitly operating according to + the d100 or the 3d6 or whatever that's used to handle character task + resolution. + + An entire discussion awaits concerning the shape of dice curves, + modifiers' effects, separate vs. incorporated effects, and more. I look + forward to this on the forums. Also, more details about resolution in + Simulationist games are presented below, when I break down the sub-types + in detail. + + Finally, reward mechanics remain a topic of vast debate and design + potential in Simulationist games. I think the following historical + categories barely scratch the surface. + + BRP style: character improvement is literally a function of play just as + any other action, via practice and study. This is the famous "if you + succeed with a skill during play, roll over your skill percent between + sessions in order to improve." The pitfall is graininess, such that one + can then start debating about whether one should learn more or less + across ten "hits" against one opponent vs. one hit each for ten + opponents, why one does or doesn't learn from a failed attempt, and how + study is to be rated and applied (much less how it's to be played) + relative to the "experience" methods. + + Hero style: the player gains points simply for being there (despite + attempts at parsing it, that's what it amounts to), and the + point-allocation based cost of character creation continues to be + applied. The character is added to in terms of the points that were + originally used to assemble him, and arguably as an expression of the + same in-game developmental processes involved. In this case, the + point-gains are metagame, but the spending is supposed to use in-game + logic, sometimes reinforced by "corralling" sections of the character + off from one another. The pitfall is reaching degrees of improvement + which themselves violate the genre-level standards of that particular + play, which some games overcome by making the intersession correspond to + substantial in-game time. + + In either case, the key issue is that character change potentially + disrupts the current relationship among the components of the character. + Options to fix the problem are generally unsatisfactory: (1) slow it + down, and (2) permit only tiny changes. One option, rarely seen, is to + include kind of a secondary, add-on game with its own set of components, + as with Rune status in RuneQuest. (I realize that not everyone knows all + of the games I'm referencing, and I certainly don't have all historical + RPGs memorized. This topic definitely calls for more discussion in the + forums, where we have room to describe all the various examples in + detail.) + + The diversity of Simulationist game design + Here's a quick overview of existing diversity in Simulationist play. I'm + focusing on fun, functional, coherent play - none of the following is a + criticism or indictment. Also, I've tried to represent as many + creator-owned titles as possible, but I'll refer to others as needed. + + My overall point is that, although Simulationist play is defined as + prioritizing Exploration of the five elements, its diversity is not a + five-headed, one-element-per-submode hydra. All five elements are always + involved. In defining the subtypes of this mode of play, here are the + issues: (1) whether Exploring System is primary, and (2) which of the + other elements are necessary "support" or "chassis" and which ones are + diminished in emphasis. + + Purists for System + What games are these? EABA, JAGS, SOL, Pocket Universe, and Fudge are + deliberately "generalist" regarding setting. The big commercial models + are GURPS, BRP (in its "unstripped" form), DC Heroes (now Blood of + Heroes), Rolemaster, D6 (derived and considerably Simulationized from + Star Wars), and the Hero System (as such, mainly derived from Danger + International and Fantasy Hero rather than early Champions). Whether D20 + should be included in this category is a matter for some debate. + + These games' five-element structure is consistent: System + Color + thereof, Setting, then Character + Situation. I'm trying to think of one + which switches the role of character before setting, which might include + some some superhero games. It might seem odd that Color is placed so + high in priority, but consider the engineering-text model for the game + text of GURPS - this is, actually, Color for System. + + A lot of people have trouble with the notion of "Exploring System." They + argue that playing a game like Fudge is necessarily Setting-first. I + disagree, but this debate properly belongs in the forums. + + In these games, the System is all about Fortune and all about Currency. + + Regarding Fortune, probabilities are the key to achieving the basic + Simulationist internal-cause priority. Consider both comparative + probabilities among characters at a given moment as well as + probabilities in transition within a character over time - in action + (actually resolving tasks), these are what drive the game. For these + games, a unified probability mechanic to handle any game-modelled + instance is the ideal, usually resulting in a single tables-based + concept such as the Universal Table in DC Heroes. + + Purist-for-System designs tend to model the same things: differences + among scales, situational modifiers, kinetics of all kinds, and so + forth. The usual issues surrounding incorporated vs. unincorporated + effects, opposed vs. target number mechanics, the interaction of + switches and dials, and probability-curvature shape are therefore the + main things to distinguish these systems from one another. Compared to + other designs, high search and handling times, as well as many + points-of-contact, are acceptable features. (Please see the Glossary for + the definition of points-of-contact). + + Here's some text from the introduction to SOL: the Omniversal + Role-playing System (1994, Heraldic Games; the author is Keith W. + Sears): + + I wanted to make an RPG that went beyond those described as + "Universal", "Generic", or "Multi-genre." Many of the games with these + tags fall short of what they're supposed to be...playable in any genre + of fiction. + + It seems that whenever a very unusual situation pops up, many of these + "universal" games must revise the rules they already have in order to + cover it. An example would be the climactic battle between a very tiny + man and a normal-sized spider in the movie, The Incredible Shrinking + Man. You can't simulate that in most RPGs without a major reworking of + the rules just to handle that one situation. SOL was created to + encompass roleplaying on any scale--from gods to viruses. + ... + [in terms of my overall point for this essay, I couldn't help but + include his sign-off phrase - RE] Keep Dreaming! + + Regarding Currency, in these games, the imagined universe is made of + "points." Therefore character creation and often resolution are often + characterized by layering: paying points to get values for named scores, + which themselves are mathematically derived to produce effective values. + Interestingly, in-game money and possessions are often considered merely + another facet of the universe that can be expressed in these points. + This relationship between points and reality seems very well entrenched + in Purist for System design, which is understandable, as it provides + concrete insights to the internal-cause heart of the game that a player + can latch onto prior to play. + + In terms of character/player roles, characters in these games are + solidly defined in terms only of my third and fourth categories: in-game + character occupation, and the specific abilities that are associated + with or in addition to that. (See the glossary for a discussion of these + terms.) + + In this sort of design, there's no possible excuse for any + imperfections, including scale-derived breakdowns of the fundamental + point/probability relationships. The system must be cleanly and at the + service of the element(s) being emphasized, in strictly in-game-world + terms. A good one is elegant, consistent, applicable to anything that + happens in play, and clear about its outcomes. It also has to have + points of contact at any scale for any conceivable thing. It cannot + contain patch-rules to correct for inconsistencies; consistency is the + essence of quality. + + As I see it, Purist for System design is a tall, tall order. It's + arguably the hardest design spec in all of role-playing. + + In play, these games offer a lot of diversity because both the + character-to-player relationship and the GM-to-outcomes relationship are + fully customizable. Players might well utilize Pawn stance as Actor + stance or any other, and the GM may care greatly about a given goal or + situation to be set up during play, or not at all. The only required + priority is to enjoy the System in action. (I'm not claiming here that + the other four elements are irrelevant, though.) + + High Concept + In cinema, "High Concept" refers to any film idea that can be pitched in + a very limited amount of time; the usual method uses references to other + films. Sometimes, although not necessarily, it's presented as a + combination: "Jaws meets Good Will Hunting," or that sort of thing. I'm + adopting it to role-playing without much modification, although + emphasizing that the source references can come from any medium and also + that the two-title combo isn't always employed. + + The key word is "genre," which in this case refers to a certain + combination of the five elements as well as an unstated Theme. How do + they get to this goal? All rely heavily on inspiration or kewlness as + the big motivator, to get the content processed via art, prose style, + and more. "Story," in this context, refers to the sequence of events + that provide a payoff in terms of recognizing and enjoying the genre + during play. + + This sort of game design will be familiar to almost anyone, represented + by Arrowflight (Setting), Pax Draconis (Setting), Godlike (Setting), Sun + & Storm (Setting + Situation), Dreamwalker (Situation), The Godsend + Agenda (Character-Setting tug-of-war), The Collectors (applied Fudge, + Situation + Character), Heartquest (applied Fudge; Character), Children + of the Sun (Setting), Fvlminata (Setting), and Dread (Situation + + Character), Fading Suns (Setting), Earthdawn (Setting), Space: 1889 + (Setting), Mutant Chronicles (Setting), Mage first edition (Character), + Mage second edition (Setting), Ironclaw (Setting), and Continuum + (Setting with a touch of System). Many Fantasy Heartbreakers fall into + this category, almost all Setting-based. Some of the best-known games of + this type include Tekumel, Jorune, Traveller (specifically in its + mid-80s through mid-90s form), Call of Cthulhu, Pendragon, Nephilim, + Feng Shui, the various secondary settings for AD&D2 like Al-Qadim, and + quite a few D20 or WEG games which rely on licensing. I am coming to + think of D20 as a kind of High Concept chassis, a very new and + interesting development in RPG design. + + Also, most incoherent game designs are partly or even primarily High + Concept Simulationist as well, with AD&D2 and Vampire (first edition) as + the best-known examples. + + At first glance, these games might look like additions to or + specifications of the Purist for System design, mainly through plugging + in a fixed Setting. However, I think that impression isn't accurate, and + that the five elements are very differently related. The formula starts + with one of Character, Situation, or Setting, with lots of Color, then + the other two (Character, Situation, or Setting, whichever weren't in + first place), with System being last in priority. + + I also recommend examining Theme carefully. In this game, it's present + and accounted for already, before play. The process of prep-play-enjoy + works by putting "what you want" in, then having "what you want" come + out, with the hope that the System's application doesn't change anything + along the way. + + Character creation is far more delimited as well, relying heavily on + Setting and Situation. In this case, the "points" are pure metagame for + purposes of making characters; they don't reflect or underly the + universe in action as in the Purist for System games. Starting + characters tend to be very colorful and described by many terms and + numbers, but relatively static: waiting for their hook, so to speak. + Hooks are often built-in; unlike the Purist for System methods, the + player-to-character relationship usually includes my second "role level" + in addition to the third and fourth. + + Quantitatively, the more common character creation methods (which are + not unique to Simulationist design) include less layering but more + nesting (i.e. options within options, as well as the one-from-column-A, + one-from-column-B approach established by Vampire), and almost always + the relatively clumsy "GM approval" proviso. The specific method is + usually based on points, but sometimes with Fortune methods to render a + character role/type less likely to occur (making them more expensive + with points also aims at this function). Notably, in-game money isn't + modeled by the point-system during play. + + The System is not all about Fortune, either, and these games can be very + uneasy in this regard. Dice-based resolutions sometimes represent much + noise and effort about not much effect, i.e., random factors tend not to + deviate from expected results very much. Some games display a small + range of possible Effect (i.e. damage rarely harms an opponent very much + at a time), slight metagame adjustments to minimize extreme results, or + a lot of offered strategies for the GM to soften or redirect the effects + that occur. + + Points-of-contact are far more directional; things which aren't relevant + to the Explorative focus are often summarized and not "System'ed" with + great rigor. When done well, such that the remaining, emphasized + elements clearly provide a sort of "what to do" feel, this creates an + extremely playable, accessible game text. Dread offers the perfect + example for the lower points-of-contact end; Arrowflight and Godlike are + similar but more reassuringly nail-even-the-irrelevant-down at the + higher points-of-contact end. The truly outstanding games illustrating + this latter approach are Call of Cthulhu, Unknown Armies, and Pendragon. + + However, when it's done badly, resolutions are rife with breakpoints and + GM-fiat punts, and a great deal of effort during character creation + yields little sense of what the character is is about to do. + + Reward systems in High Concept games are typically quite slow-acting, + requiring several sessions of play for any in-game benefit to kick in. + Strangely, they are also often hard to find in the texts, being + shoehorned in among character creation or GM instructions, or with their + parts (how to award points, how to spend points) dispersed. + + High Concept play can be divided neatly into those which are greatly + concerned with "the big story" and those which are not. Historically, + the latter used to be the most common: Call of Cthulhu, Jorune, or more + recently Dread and Godlike, in which "the story" only refers to a record + of short-term events and set-pieces. However, following the spearhead + for this type of game text, Ars Magica, now the long-term story-type is + more common. A lot of internet blood has been spilled regarding how this + phenomenon is or is not related to Narrativist play, but I think it's an + easy issue. The key for these games is GM authority over the story's + content and integrity at all points, including managing the input by + players. Even system results are judged appropriate or not by the GM; + "fudging" Fortune outcomes is overtly granted as a GM right. + + The Golden Rule of White Wolf games is a covert way to say the same + thing: ignore any rule that interferes with fun. No one, I presume, + thinks that any player may invoke the Golden Rule at any time; what it's + really saying is that the GM may ignore any rule (or any player who + invokes it) that ruins his or her idea of what should happen. + + The functional version of such play is properly called Illusionism, + which has undergone a good deal of debate and clarification at the Forge + (see glossary). Most of these game texts overtly instruct the GM to + practice Illusionism, for example in Arrowflight (2002, Deep 7; the + author is Todd Downing). + + Driving the Plot + Once you've constructed your magnum opus of a campaign plot, the + players will inevitably find ways to exploit, ignore, or downright + break all of your hard work. You can either let that happen, or you + can crack the whip and get them back in line. Don't be afraid of + exploiting a character's past or weakness to ensure complicity. After + all, you are the storyteller. Without you, they'd be playing Monopoly. + Some of the tried and true methods of driving a plot are as follows: + + - Start the characters off in Adversity. Strip them of everything ... + - Alternately, have them called upon to serve the Common Good ... + - Appeal to any number of Baser Instincts ... + - Force them in a certain direction with Rule of Law ... + - Similar to the Rule of Law, you can direct your players with Threat + of Bodily Harm ... + + Whatever you do, make sure it is not a no-win scenario. Nothing will + frustrate and alienate players more than a dead end with no way out. + + "Story" emerges from the GM's efforts in this regard, with players being + either cooperative (passively or actively), or obstreperous, in which + case various "don't let them take over" methods are encouraged. Players + are enjoined to immerse, by which they mean "keep your metagame agenda + out of it," at the aesthetic level. It's best understood as Illusionism + by full consent, which is what keeps it from being railroading, in that + instead of making a story as an author does, the player is enjoying + being in the story. In system and character generation terms, that's + pretty much what's empowered to happen. I'll give this entire topic a + full comparison and analysis in the Narrativism essay. + + A final point: writing a High Concept Simulationist game is actually + much easier than writing a Purist for System one, as complex + Setting-prep or Situation-prep have a lot in common with writing a story + and knowing "how it's supposed to go" but not finishing it. However, + playing this kind of game is actually harder in some ways - everyone + must be pumped about the in-game content, but without reference to a + corresponding metagame. Check out [9]Mongrel to see what you think of my + take on this sort of game design. + + Rules-lite Story or Character priorities + This section is likely to get me into trouble, so I'll tread carefully. + I suggest that many self-described "rules-lite" or "story-oriented" + role-playing games represent a derived version of the High Concept + model, slanted heavily toward Situation - especially Situation which is + under complete GM control, overt or covert. Players get to contribute + tons of Color, even content, but never outcomes or final-resolutions, + and playing the character as conceived is the first priority, sometimes + taken to extremes of Actor Stance (e.g. Turku play, see the Glossary). + Character and Situation are prioritized with Color, with Setting next, + and lastly the formal System, which is slanted strongly toward + Drama-mechanics. This mode of play may be strongly linked with LARP + crossovers. + + Here's my point: in application, a covert System is heavily, heavily + entrenched, regardless of whatever to-hit modifiers or dice rolls have + been peeled away. This system is based on Social Contract (what we all + agree is "good" or "fun") and Social Context (i.e. the subculture that + players belong to), and it is sternly reinforced through these means. I + think it's significant that literal referees - on-the-spot judges of + what can and cannot happen - are a necessary feature as soon as groups + get beyond a certain size. + + It's not just High Concept though. It looks like it - the heavy emphasis + on story/genre, with overt eschewing of System, but it's also (a) + actually pretty heavy on Drama-driven or Karma-driven System and (b) + emphasizes customizable Settings as in Purist for System play. So I + think it's worth its own category. + + From the introduction to Theatrix (1993, Backstage Press, authors are + David Berkman, Travis Eneix, and Brett Hackett): + + Making a story come to life can be a difficult task. Previous + generations of game systems have been rules bound, trapped within + their own structure and rigidity. We wanted to produce a game that + would help you in every way, not hinder you. So we developed a system + of rules that is written to evolve along with your style of + storytelling and roleplaying. These rules can be used to guide every + facet of the game's progress, without becoming intrusive. You can use + all the rules, or easily peel them away in layers, until you're + running free-form games. The rules heavily encourage adopting this + style of play, making themselves unnecessary. + + In other words, the system helps create story by fading away, much like + the Dictatorship of the Proletariat. I think that this whole design + effort arises from a desire for "big story" in the face of + Purist-for-System design and mainly Fortune-driven High Concept design. + In the effort to get out of that sort of Simulationist play, the thought + is to get rid of the System that supports it, with any explicit System + being perceived as that sort of system. I consider this a problematic + design goal but it's widespread enough to merit a category. What makes + it difficult to discuss is that its explict story-creation goals are + similar to those of Narrativist play, but the operational process is + stripped-down High Concept Simulationism. (See the GNS stuff below for + further discussion.) + + Fudge includes some text that might qualify it for this category, but + operationally, the "story-oriented" reader who is captured by this text + will swiftly be puzzled by the rules' emphasis on layered task + resolution and repeated (and repeated) focus on scaling. I think Fudge + is best described as low-search&handling-time Purist for System instead. + + I'm probably going to catch heat for this, but it seems to me that The + Window and Theatrix both lend themselves toward this mode of play, if + Drifted a bit from their textual tenets, on the basis of their systems + and the GM's ability to organize the IIEE elements of play with a free + hand. (See the Glossary for the definition of IIEE.) + + Some of the difficulties of this mode of play are outlined in the + comparison with Narrativism and my criticisms of transparency below. + + Setting-creation and universe-play mechanisms + Another derivation of the Purist for System approach brings the Setting + creation process directly into play itself. The System-driven elements + of the Setting are as "active" as any particular character might be, + during play as well as during preparation. Basically, the setting is + played, even created, as a part of regular play. + + Boink! I just realized that the original Traveller, or at least one way + to play it, represents an example of this approach. Star system and + planet creation are written right into the process of play, such that + adventures and missions become not only a means of enjoying and + improving characters, but also a means of enjoying and basically mapping + the game-space. This is very distinct from later versions of Traveller, + which were emphatically High Concept with a Setting emphasis. (Oh, and + just for credit where it's due, I should also mention that Traveller + pioneered the mechanics of overt character-creation-as-play.) + + This mode of play is not merely creating more setting through + preparation as play progresses. It relies on doing so in a system-driven + fashion much like character creation, carried out as an overt or + near-overt part of actual play. + + It's a pretty rare form of play and design, probably because the + economics of splat-book publishing overwhelmed the hobby, and Traveller + itself, from the mid-1980s onwards. The more recent examples include + Aria, Multiverser to some extent, and the currently-in-development The + Million Worlds. The design spec is to achieve the Color/kewl power of + High Concept with the uncompromising power and consistency of the + Purists for System, via inserting the explicit metagame world-creating + ability. I think this approach is interesting for the level of Director + stance potentially involved and I look forward to more role-playing + evolution along these lines. + + Historical note: BRP + Pound for pound, Basic Role-Playing from The Chaosium is perhaps the + most important system, publishing tradition, and intellectual engine in + the hobby - yes, even more than D&D. It represents the first and + arguably the most lasting, influential form of uncompromising + Simulationist design. + + It's kind of hard to discuss just how it was influential, as its very + first appearance as a pamphlet accompanying a boardgame wasn't widely + distributed. The influence operated primarily through the popularity of + both RuneQuest and Call of Cthulhu. Looking across the early versions of + these games as well as Superworld, Questworld, and more, I think BRP is + identifiable as a Purist for System design and publishing. It's really + probably the precursor for the later GURPS mode of publishing. + + However, that vision, plan, or phenomenon, whatever, swiftly evolved + into High Concept, both in RuneQuest (Setting) and Call of Cthulhu + (Situation) as they hit their early-mid-80s forms, which is what most + people are familiar with, I think. Call of Cthulhu remains High Concept + to the present day, whereas RuneQuest, upon being licensed to and + redesigned to the specifications of Avalon Hill, essentially evolved + into a new Purist for System game, with the setting, Glorantha, + relegated to the background at most. Moving into the late 80s and early + 90s, the new BRP games (Pendragon, Nephilim) represented fairly radical + Drifting of Cthulhu-style BRP into their respective High Concepts. + + GNS crossover issues + As usual for GNS-heavy text, I'll speak of games themselves in the GNS + terms, but with the proviso that I'm really speaking about the play + itself that is typical of or best supported by the rules of those games. + + First, the FAQ + Q: Can Simulationist design be Abashed? + + A: Sure. "Abashed" refers to design that must be Drifted in order to + play because incompatible priorities are present among different parts + of the rules. It's different from Incoherent design in that such Drift + is easy and minor. Technically, an Abashed game is already at least two + modes (or sub-modes); e.g. I've said that Little Fears represents + Abashed Narrativist design, but it should really be called Abashed + Narrativism/Simulationism. + + Q: So "Abashed" means combined? + + A: No. Combined GNS modes which work well together would be "Hybrid." + There's a whole section on that below. Abashed games must be Drifted + (i.e. their rules must be operationally changed, or some sections + ignored) in order to play. + + Q: Can Simulationist play be Vanilla? + + A: Well, we don't say Vanilla and Pervy any more (too rude for some, + apparently). Now we talk about Points-of-Contact being low or high for + given portions of rules. But to lapse back into the old terminology, + yes, it can. Dread is a veritable poster child for Vanilla Sim, which I + would generalize to mean a High Concept Simulationist design with low + Points-of-Contact and a high emphasis on Situation. Pervy Sim basically + just ups the Points-of-Contact as well as the emphasis on Exploring + anything regardless of topic, which pretty much describes any member of + the Purist-for-System category. + + Character generation + Character generation text and methods are extremely diverse within each + GNS mode, which is one of the reasons I favor group communication during + this phase of pre-play. For instance, some Gamist-ish games utilize + point-allocation systems, which looks similar to the widespread method + in Simulationist-ish games. However, for Gamist purposes, this method is + all about strategizing tradeoffs, rather than establishing a fixed + internal-cause to "justify" the character. Similarly, Gamist character + creation utilizing Fortune methods isn't the same as the few + Simulationist randomized methods - in the former, it's a lot like + gambling, whereas in the latter, it's about a character maturing through + Fortune's vagaries represented by in-game effects like culture, weather, + disease, and so forth (e.g. Harnmaster). + + Narrativist character creation in some games requires a fair amount of + back-story, just as some Simulationist play does, but in the former, + it's about establishing a chassis for conflict, metagame, and reward, + and in the latter, it's about Coloring the character and providing + oppportunities for GM-created hooks. I rank the conflict between these + concepts, during play, among the highest-risk situations for the + survival of a gaming group. Strategies to resolve this conflict, whether + social or design-oriented, are currently not well-developed in the + hobby. + + Metagame mechanics + The term "metagame" is problematic throughout this essay for + Simulationist play and rules design. Metagame mechanics, by definition, + entail the interjection of real-people priorities into the + system-operation. Now, it is foolish to speak of Simulationist play as + lacking metagame; that would only apply if the people at the table were + themselves rules-constructs as well as the rules, and that's silly. But + compared to Gamist and Narrativist play, Simulationist play may be + spoken of as lacking metagame [i]interpersonal agenda[/i], like + "winning" or "doing well" in Gamism, or addressing a Premise in + Narrativism. Its metagame, although fully social, is self-referential, + to stay in-game. I recognize that it's a problematic issue and I look + forward to some discussion about it. + + To clarify for purposes of the essay, compare the following: (1) an + in-game essence or metaphysical effect called "Karma," which represents + the character's moral status in that game-universe according to (e.g.) a + god or principle in that game-world; (2) a score on the sheet which has + literally nothing to do with the character's in-game identity, also + called "Karma," recognized and applied by the real people with no + in-game entity used to justify it. In both systems, Karma is a + point-score which goes up and down, and which can be brought into play + as, say, a bonus to one's dice roll. But I'd say that #1 is not metagame + at all, and #2 is wholly metagame. + + Mechanically, how do they differ? One thing to consider is how the score + goes up and down - by player-use, or by in-game effects? Another is + whether the score is integrated with the reward/improvement system - + does spending a Karma reduce one's bank of improvement points? In fact, + is Karma a spent resource at all? Still another issue is whether in-game + effects must be in place, or inserted into place, to justify its use. No + one of these indicators is hard-and-fast, however; one must consider + them all at once, and how they relate to Simulationism (and + non-Simulationism) is a fascinating issue. At this point I tend to think + that the main issue, basically, is who is considered to "spend" them - + character or player. + + I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and + Spiritual Attributes in The Riddle of Steel are Resource-based metagame + mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and + these mechanics' many derivatives in other games, are straightforward, + non-metagame Resources. Similarly, I suggest that the role-playing + bonuses based on out-of-game neatness in Sorcerer are metagame, whereas + the Stunt rules based on difficulty or unlikelihood in Feng Shui are + not. + + It's a tough discussion, though. One confounding factor is that metagame + mechanics are often present as "fixes" of otherwise-Simulationist + systems that proved to be mildly broken in play. The trouble with such a + thing is that it can lead to serious Drift of the sort that breaks + Social Contracts or renders systems incoherent. + + Hybridization + As far as I can tell, Simulationist game design runs into a lot of + potential trouble when it includes secondary hybridization with the + other modes of play. Gamist or Narrativist features as supportive + elements introduce the thin end of the metagame-agenda wedge. The usual + result is to defend against the "creeping Gamism" with rules-bloat, or + to encourage negatively-extreme deception or authority in the GM in + order to preserve an intended set of plot events, which is to say, + railroading. In other words, a baseline Simulationist focus is easily + subverted, leading to incoherence. + + Whether this issue can be resolved by future designs and Social + Contracts is unknown. Speaking historically, though, AD&D2, Vampire, and + Legend of the Five Rings are especially good examples of incoherent + design that ends up screwing the Simulationist. You have Gamist + character creation, with Narrativist rhetoric (especially in Vampire). + You have High Concept Simulationist resolution, which is to say, easily + subverted by Gamism because universal consistency is de-emphasized. And + finally, you have sternly-worded "story" play-context, which in practice + becomes game-author-to-GM co-conspiracy. The net result is a fairly + committed Simulationist GM presiding over a bunch of players tending + toward more agenda-based play of different kinds. + + What happens? All the wedges widen, and the unfortunate thing is that + the more everyone likes the basic, fun interest of the topic ("genre") + at hand, the worse the rift becomes. + + * The aggravated Narrativist leaves the play situation after butting + heads with the GM over the "story." Arguably, the early White Wolf + games in general are responsible for what amounted to a mass exodus + of Narrativist-oriented role-players from the hobby in the + mid-1990s. + * The Gamist runs rampant, moving from sportsmanlike + challenge/competition (as would be found in a coherent Gamist + design) to "break the system" vs.-game, vs.-GM + challenge/competition. The group typically either dissolves or + evicts the Gamist player; evictees find one another and enjoy + themselves with gusto, Drifting the rules significantly and focusing + on player-vs.-player challenge/competition. They tend to be quite + public and large-group oriented, via on-line and LARP play. [AEG was + clever enough to recognize this phenomenon and incorporate it into + the L5R market strategy.] + * The Simulationist, whether GM or player, fights a losing battle + against the Gamist, often feeling betrayed and desperate. + Simulationist groups which survive this conflict tend to be very + insular, clique-ish, and GM-centered, with the GM seen as the + conduit or channeller to "the game" as published. Such a GM is + usually given carte blanche authority over the social, system, and + plot-oriented content of the game, and the players become fairly + subordinated to the content of play. The group often Drifts the + rules significantly to reflect and reinforce the immediate Social + Contract; simultaneously, they become defensive and protective + regarding the game title as a subcultural item. + + Champions, especially second and third editions, presented a fascinating + case of this same phenomenon for a game design that could functionally + Drift in any of the three directions (in all cases requiring severe + rules-interpretation and "fixing"). Thus Champions play could be + observed in all three modes, all of which were emphatically incompatible + and socially segregated. Champions fourth edition represents a + "takeover," if you will, by the Simulationist interpretatation, mainly + due to the editor of the line at the time. + + Hybrids are much better off using Simulationism as a secondary design + feature, rather than as the primary. The Riddle of Steel is a successful + hybrid because its primary Narrativist emphasis is so mechanically + influential and integrated with the reward system, that it cannot be + ignored or subverted. Even so, it's interesting to observe the + consistent Simulationist reading of TROS' text, rife with suggestions + for repair of "obviously" inappropriate elements, by people who have not + played the game. + + Rifts as well as well as many fantasy-adventure games use Simulationist + design features (heavy Setting Exploration) to support its primary + Gamist emphasis; I'll discuss this in more detail in the Gamism essay. + + Shit! I'm playing Narrativist + In Simulationist play, morality cannot be imposed by the player or, + except as the representative of the imagined world, by the GM. Theme is + already part of the cosmos; it's not produced by metagame decisions. + Morality, when it's involved, is "how it is" in the game-world, and even + its shifts occur along defined, engine-driven parameters. The GM and + players buy into this framework in order to play at all. + + The point is that one can care about and enjoy complex issues, changing + protagonists, and themes in both sorts of play, Narrativism and + Simulationism. The difference lies in the point and contributions of + literal instances of play; its operation and social feedback. + + I'll provide two examples, a simple one and a complex one. + + The simple one: Consider the behavioral parameters of a samurai + player-character in Sorcerer and in GURPS. On paper the sheets look + pretty similar: bushido all over the place, honorable, blah blah. But + what does this mean in terms of player decisions and events during play? + I suggest that in Sorcerer (Narrativist), the expectation is that the + character will encounter functional limits of his or her behavioral + profile, and eventually, will necessarily break one or more of the + formal tenets as an expression of who he or she "is," or suffer for + failing to do so. No one knows how, or which one, or in relation to + which other characters; that's what play is for. I suggest that in GURPS + (Simulationist), the expectation is that the behavioral profile sets the + parameters within which the character reliably acts, especially in the + crunch - in other words, it formalizes the role the character will play + in the upcoming events. Breaking that role in a Sorcerer-esque fashion + would, in this case, constitute something very like a breach of + contract. + + The complex one: Consider the behavioral parameters of a knight + player-character in The Riddle of Steel and in Pendragon. This one's a + little trickier for a couple of reasons, first because Pendragon has two + sets of behavioral rules, and second because both games permit a + character's behavioral profile to change. + + 1) The Pendragon knight includes a set of paired, dichotomous Traits + (e.g. Worldly / Chaste) which are scored numerically, and which change + scores inversely. They are used either (a) as behavior-establishers + (roll vs. Cruel to see whether you behead the churl for his rudeness) or + (b) as record-keepers for player-driven behavior (you beheaded him? + Check Cruel, which increases its chance to raise its score later). The + Riddle of Steel knight has no equivalent system to (a); all character + behavior is driven by the player. Its Spiritual Attributes, however, do + rise and fall with character behavior much as Pendragon's (b). + + 2) The Pendragon knight also may develop one or more Passions, which are + expressed in the form of a fixed set of bonus dice for actions that + support that Passion. These are established through play and may + increase, although not decrease; different Passions may conflict within + a single character. The Riddle of Steel's Spiritual Attributes (Drive, + Destiny, Passion, Faith, Luck, and Conscience) act as bonus dice much as + in Pendragon Passions but (a) may be individually eliminated and + substituted with another Spiritual Attribute by the player with very + little restriction, and (b) are intimately connected to the most + significant character-improvement mechanic. + + I suggest that both games include the concept that personal passion is a + concrete effectiveness-increase mechanic, but that Pendragon does so in + a "fixed-path-upwards" fashion (when the knight's passions are + involved), whereas The Riddle of Steel does so under the sole helm of + the player's thematic interests of the moment. Furthermore, the latter + game directly rewards the player for doing so. + + I may be a little biased about this issue, but it seems to me that a + character in Narrativist play is by definition a thematic time-bomb, + whereas, for a character in Simulationist play, the bomb is either + absent (the GURPS samurai), present in a state of near-constant + detonation (the Pendragon knight, using Passions), or its detonation is + integrated into the in-game behavioral resolution system in a "tracked" + fashion (the Pendragon knight, using the dichotomous traits). Therefore, + when you-as-player get proactive about an emotional thematic issue, + poof, you're out of Sim. Whereas enjoying the in-game system activity of + a thematic issue is perfectly do-able in Sim, without that proactivity + being necessary. + + Before anyone flips out, stop for one more point, which is that my + perceived time-scale of play for all the above points is quite high. I'm + talking about whole sessions and sets of sessions, not moment-to-moment + combat decisons or dialogue. So the "poof" is a pretty prolonged thing + (and I better not develop this metaphor any further either). + + Many people mistake low time-scale techniques like Director stance, + shared narration, etc, for Narrativism, although they are not defining + elements for any GNS mode. Misunderstanding this key issue has led to + many people falsely identifying themselves as playing Simulationist with + a strong Character emphasis, when they were instead playing quite + straightforward Narrativist without funky techniques. + + I would very much like to participate in a detailed discussion of + playing L5R, which to my mind, in the absence of Drifting, poses some + irreconcilable problems in how its behavioral parameters are + constructed, such that it simultaneously asks about Honor and dictates + the answers. + + El Dorado and Drift + El Dorado is a term coined by Paul Czege based on some ideas proposed by + Joachim Buchert (see glossary for links). As originally proposed, it was + essentially Narrativist play with a strong Simulationist supportive + element - a functional hybrid. When I surprised this debate by shrugging + and stating that hybrids, with one mode dominant, are viable, possible, + and functional, and when The Riddle of Steel demonstrated an + exceptionally fine example, the term changed a bit. Over time, it has + come to mean as well an experientially smooth and perhaps even + unnoticeable shift from Simulationist play-assumptions to Narrativist + ones. + + Such a goal, both for play and design, has proven attractive to people; + they recognize that Simulationist assumptions are common among + established role-players, and the term "Simulationist-by-habit" has been + coined to describe people who might enjoy other GNS modes but don't + conceive of their functional existence. + + An El Dorado game-experience would not be a hybrid - it would avoid all + confusion that hybrids tend to generate to some degree, and it would + certainly not be Abashed, as play-goals would not clash within the rules + and procedures of play. It would be operative Drift without rules-Drift, + for which the term Transition was coined in discussions of Fang + Langford's game in development, Scattershot. + + Is it possible, theoretically? Sure! I think it's much harder than most + people think it would be. The System actually has to facilitate the + process of changing priorities during play, Drifting on procedural + "tracks" as it were. A couple of games point the way. The Riddle of + Steel is explicitly based on a rather brutal selection philosophy, + insofar as people who do not recognize the dominance of the Spiritual + Attributes over the more Simulationist-appearing baseline mechanics will + see their characters die horribly. Players who start with Simulationist + priorities will have to change or stop playing (I suspect, rather, that + many of them will "Drift to remain in place," actually). Scattershot, in + development, is the only Transition-oriented game design I know of + that's based on the rules themselves shifting and altering as a function + of play. (See Glossary.) + + I'll discuss this issue in much more detail in the Narrativism essay, + but I'll pose the most serious problem facing the seekers of El Dorado: + idealizing story creation but refusing to do it. Oh, am I going to catch + it for this section ... well, people are just going to have to disagree + about whether stories can "create themselves." + Personally, I don't think they do, and we won't get anywhere by pushing + and pulling. In practical terms, lots of hassles and possibilities arise + when expecting story to "emerge" from metagame-absent play. Here are the + two extremes which arise. + + * The bad one: A frustrated Narrativist-ish player takes over as GM + and relies on railroading. He or she insists that everyone care + about the story, but also insists upon everything going as he or she + desires. I consider this approach to rank among the least functional + role-playing in existence. + * The good one: Everyone agrees that story is a wonderful and + desirable emergent property, but commits to no metagame meddling or + prioritizing by anyone. In theory, this is quite functional, but the + tricky part is that everyone also has to accept that story might not + happen at all, and to be all right with that. + + Less extremely, some game texts present relatively consistent + Simulationist-oriented rules, but with bits and pieces here and there + with Narrativist leanings. This is all very well, except that the text + accompanying these sections is almost always incoherent: the player is + given power (e.g. to dictate a target's response) - but the GM is warned + to override it if necessary - but then some text follows about how the + players are really the story-authors - but then, again, the GM needs to + keep a tight rein on the story's integrity - and so on. Usually the game + design is quite nifty in terms of the actual rules (e.g. Fvlminata), but + these text sections ultimately make no sense, being trapped in the + Impossible Thing Before Breakfast. It's as if the game authors play a + particular way but can't quite believe that anyone else would, and in + most cases, the game text and rules end up being Abashed. + + Pitfalls of design + The first and most serious problem in Simulationist design is to rely on + habit and imitation for some mechanics features of the game and then to + try to tack on one's own ideas. I'm not talking about simple influence, + which is part and parcel of any RPG design, but the porting of whole + assumption-sets out of their integrated contexts with all aspects of the + parent game. This is very common in Fantasy Heartbreakers and usually + results in a lot of broken math. Obviously this problem is not unique to + Simulationism, but when it occurs in that context, it's really painful. + + Another serious problem is the ideal of "transparency," especially as + applied to the High Concept approach. I cannot help but be blunt: System + is experientially inescapable. One cannot make Character, Setting, + Situation, and Color "go" without it. Drama-driven systems are just as + System as any other, for instance. (See the Transparency entry in the + Glossary.) + + Really to remove System requires that anything and everything that + happens during play be mediated solely through the Social Contract, + without any formalized method even to do that. I think that such play + would be awfully difficult, requiring so much negotiation regarding how + to play per unit of play as to be hopeless. (Again, I am not discussing + well-organized systems based mainly on Drama, which are perfectly + wonderful and not subject to these criticisms.) + + Therefore, I advise that design not ask, "How is System made invisible," + but rather, "How is System directed toward particular Explorative + goals." The degree of complexity then becomes an aesthetic and focused + issue, not something to chop away at blindly. Instead of transparency, + let Coherence and an eye toward the desired Points of Contact be your + guide. + + The third problem is the Realism tautology: setting "realism" as a goal + of play, which often gets brought up in debates about in-game events. + Never fall into this one - you cannot win. Plausibility, which is to + say, not violating a specific degree of contrivance-limits, is a fine + thing; it's central to the role-playing element of Situation. All + role-playing requires whatever degree of plausibility is necessary to + support the respective GNS goal. Reinforcing it can be a valid feature + of some Simulationist play and design (just as of some Narrativist and + some Gamist play), when that matters for specific goals for that play. + But to reverse it, to claim that the play itself exists at the service + of the "realism" among the components of the game, is madness, + especially for Simulationist play - such a statement presents a quagmire + of debate much like "balance" or "story." + + Another common problem is rules-bloat, which usually creeps into + Simulationist game text as a form of anti-Gamist defense. I suggest that + adding more layers to character creation is a poor idea, as it only + introduces more potential points of broken Currency. I suggest instead + that the most effective "defense" is to avoid ratios in one's layering, + as in Godlike. More generally, beyond a certain point, anti-Gamist + defensive rules design has a negative effect: given an increased number + rules and punctilios, players simply punt in terms of understanding the + system, and the GM has to "be" the entire game. This is exceptionally + difficult in games like Rolemaster or GURPS (perhaps less so in Dread or + Call of Cthulhu). Therefore the effort - to preserve the integrity of + the Simulationist experience - often backfires as play gets harder and + more full of speed-bumps rather than easier. + + Rules-bloat can also result from the design and writing process itself. + Cogitating about in-game causes can transform itself, at the keyboard, + into a sort of Exploration of its own, which results in very elaborate + rules-sets for situational modifiers, encumbrance, movement, technology, + prices of things, none of which is related to actual play of the game + with actual people. During the writing process, "what if" meets "but + also" and breeds tons of situational rules modifiers. When this effect + hits Currency, you get tons of layering in the form of prerequisites and + nuances of described competency (e.g. Awful vs. Really Bad vs. + Mediocre). The result is often what I like to call Paying to Suck, which + is to say that character creation includes paying many points merely for + the character to be bad or barely-adequate at things. + + My recommendation is to know and value the virtues of Simulationist + play, specifically refined toward the goals of a particular subset (as + listed or make up your own), and to drive toward them with gusto. Don't + spin your wheels defending your design against some other form of play. + + Conclusions + For play really to be Simulationist, it can't lose the daydream quality: + the pleasure in imagination as such, without agenda. For game design to + promote this goal, it must be openly valued and its virtues articulated, + not assumed (as it often is) to be "good role-playing" by anyone's + standards and hence left unstated. Design should be inspiring and + elegant in its own right, promoting the desire to see this Setting or + Character unfold, or to see this System do its stuff. + + I now offer a couple of points that are probably going to draw some + objections. + + It's a hard realization: devoted Simulationist play is a fringe + interest. It is not the baseline or core of role-playing, which is + Exploration. (Here is where my interpretation of the Scarlet Jester's + Exploration differs the most from his original presentation.) + + Quite a bit of role-playing theory and design has taken a + training-wheels approach, especially using Purist for System games like + GURPS, in the assumption that role-playing at the Simulationist "level" + or "type" is the necessary skill to develop or grow to any other type. I + think this is both misguided and patronizing toward Simulationist play, + but even worse, it has the opposite effect on new players: selective + culling-out of people who bring developed Gamist or Narrativist agendas + to the activity. + + Another good question is whether the claim is valid that role-playing + has been "Sim-dominated" through its history, whether in play or in + design. Regarding play, I think all the evidence points to all the GNS + modes, and much diversity within those modes, being present since the + beginning of the hobby. Regarding design and publishing, I think that we + need to distinguish between Simulationist elements vs. coherent design - + the former have certainly been widespread, but mainly in incoherent + games, with AD&D and Vampire as the chief examples. + + The Hard Question + Well, here it is. Before getting bent out of shape, remember that each + mode is gonna get one of these. + + Role-playing is a hobby, leisure activity. The real question is, what + for, in the long term? For Simulationist play, the answer "This was fun, + so let's do it again," is sufficient. + + However, for how long is it sufficient? Which seems to me to vary + greatly from person to person. Is the focus on Exploration to be kept as + is, permanently, as characters and settings change through play? Some + say "sure" and wonder what the hell I'm talking about, or perhaps feel + slightly insulted. Or, is Drift ultimately desirable? Is play all about + getting "it" to work prior to permitting overt metagame agendas into the + picture? Some might answer "of course" and wonder why anyone could see + it otherwise. + + So! Is there an expected, future metagame payoff, or is the journey + really its own reward? Is Simulationist play what you want, or is it + what you think you must do in order, one day, to get what you want? + + I judge nothing with these questions. I think that they're important to + consider and that answers are going to vary widely, that's all. + + Glossary + Most of the jargon in the essay is defined in "GNS and related matters + of role-playing design." Most of the following are some terms that have + arisen during the discussions since then. Some of them (the ones without + links) are defined in the essay and repeated here for clarity. + + Abashed + Game design which displays features of one or more GNS modes that, in + their applications, are operationally contradictory. It is a minor + form of Incoherence. However, an Abashed design is easily correctable + by ignoring or altering isolated portions of the rules (minor Drift); + typically, extremely coherent play can result in either of the modes + involved. However, this also means that two groups will effectively + be playing completely different games. See [10]Abashed Vanillaism and + [11]my review of Little Fears. + + Currency + The exchange rate among different components of characters - their + Effectiveness values, their Resources, and their Metagame properties. + In many games, Currency is explicit in terms of character points, but + it is present in any and all role-playing games. + + DFK + Short for Drama, Karma, and Fortune, as originally presented in the + game Everway and adopted by me. The terms refer to the resolution + mechanics of a given game, which may include any combination or + blending of the three. + + El Dorado + Originally, used to indicate the search for a + Simulationist-Narrativist hybrid mode of play, with the Narrativism + being the main priority; more recently, it has come to mean + Transition from Simulationist to Narrativist play without noticeable + Drift in the rules-use. See [12]Simulationism and Narrativism under + the same roof and [13]El Dorado. + + Fortune-at-the-End + Employing a Fortune mechanic (dice, cards, etc) following the full + descriptions of actions, physical placement, and communication among + characters. See "Fortune in the Middle" and associated links. + + Fortune-in-the-Middle + Employing a Fortune mechanic (dice, cards, etc) prior to fully + describing the specific actions of, physical placement of, and + communication among characters. The Fortune outcome is employed in + establishing these elements retroactively. This technique may be + employed with the dice/etc as the ultimate authority of success or + failure (e.g. Sorcerer) or with the dice/etc outcome being + potentially adjusted by a metagame mechanic (e.g. Hero Wars). See + [14]my review of Hero Wars, see also discussions in the [15]Alyria + forum. + + Hybrid + A game whose rules include facilitating elements for more than one + mode of play. Observed functional hybrids to date include only two + GNS modes rather than all three, and one of the modes may be + considered primary or dominant, with the other playing a supportive + role. See [16]my review of The Riddle of Steel. + + IIEE + Short for Intent, Initiative, Execution, and Effect, referring to the + relationship between announcements of action by real people and the + establishment of those actions into the shared imaginary game-world. + See [17]The four steps of action and [18]What is IIEC?. + + Illusionism + A mode of story creation by the GM in which his or her decisions + carry more weight than those of the players, in which he or she has + authority over rules-outcomes, and in which the players willingly or + unwillingly do not recognize these features. See [19]Illusionism: a + new look and a new approach and [20]Illusionism and GNS for a more + complete definition and associated discussions. + + The Impossible Thing Before Breakfast + "The GM is the author of the story and the players direct the actions + of the protagonists." Widely repeated across many role-playing texts. + Neither sub-clause in the sentence is possible in the presence of the + other. + + Layering + The relationship between the initial numbers derived for a character + (e.g. attributes) to the numbers eventually used most commonly in + play (Effectiveness Values; e.g. combat to-hit values). The more + steps of derivation, the more the system is said to be layered. + + Points of Contact + The steps of rules-consultation, either in the text or internally, + per unit of established imaginary content. This is not the same as + the long-standing debate between Rules-light and Rules-heavy systems; + either low or high Points of Contact systems can rely on strict + rules. See [21]Vanilla and Pervy, [22]Pervy in my head, [23]Cannot + stand cutesie-poo terms, [24]Pervy Sim, points of contact, + accessibility. + + Roles, "role levels" + (1) The player's social role in terms of his character - the mom, the + jokester, the organizer, the placator, etc. (2) The character's + thematic or operational role relative to the others - the leader, the + brick, the betrayer, the ingenue, etc. (3) The character's in-game + occupation or social role - the pilot, the mercenary, the alien + wanderer, etc. (4) The character's specific Effectiveness values - + armor rating, weapon attributes, specific skills and their values, + available funds, etc. See [25]The class issue and all internal links. + + Social Context + How role-playing as an activity relates to one's social life in + general. Currently, the idea is that most functionally, one's "People + one likes" box is biggest, one's "People I like hanging with" box is + within that, and one's "People I game with" box is within that, but + that typically people reverse the boxes entirely. See [26]Social + Context, [27]Self-image, [28]Gay culture / Gamer culture, [29]What + does role-playing gaming accomplish?, [30]Christian gamers and + self-esteem, and [31]Sexism in gaming. + + Social Contract + The interactions, emotional connections, logistic arrangements, and + expectations among the members of a role-playing group, relative to + the role-playing activity. It includes both verbalized and + non-verbalized components of these things. + + Transition + Theoretically, shifting from one GNS mode to another (in the large + sense, in terms of the overall goals of play for everyone) without + Drifting the rules. Scattershot, in development, is designed with + Transition in mind. See the [32]Scattershot forum with reference to + threads begun by me. + + Transparency + Rules design that does not call attention to the rules in operation; + highly controversial. See [33]Transparency and [34]Transparency + again. + + Turku role-playing (Elaaytyjivism) + A mode of play first presented as a manifesto, in which in-character + feeling and thinking is given the highest priority, to such an extent + that even communicating the experience to others is secondary. By my + terminology, Simulationism, Character Exploration, mainly Drama or + low Points-of-Contact Fortune mechanics, highly reinforced through an + explicit Social Contract. The main site is not available, but see + [35]LARP manifesting in The LARPer magazine. See also the [36]Dogma + 99. + + Vanilla/Pervy + Now-obsolete terminology to describe game-play in which the GNS mode + is easily-accessible and requires few if any complex rules-techniques + (Vanilla) vs. game-play in which the techniques are highly strictured + for the mode. Now replaced by the concept of Points of Contact, which + concerns the degree to which System is Explored. See [37]Vanilla + Narrativism and the more recent links listed under "Points of + Contact" above. + + The Forge created and administrated by [38]Clinton R. Nixon and [39]Ron + Edwards. + All articles, reviews, and posts on this site are copyright their + designated author. + +References + + Visible links + 1. file:/// + 2. file:///about/ + 3. file:///donate.php + 4. file:///articles/ + 5. file:///reviews/ + 6. file:///resources/ + 7. file:/// + 8. mailto:sorcerer@sorcerer-rpg.com + 9. file:///files/mongrel.pdf + 10. http://www.indie-rpgs.com/forum/viewtopic.php?t=1397 + 11. http://www.indie-rpgs.com/reviews/review.php?id=8_0_5_0 + 12. http://www.indie-rpgs.com/forum/viewtopic.php?t=800 + 13. http://www.indie-rpgs.com/forum/viewtopic.php?t=1072 + 14. http://www.indie-rpgs.com/reviews/review.php?id=12_0_5_0 + 15. http://www.indie-rpgs.com/forum/viewforum.php?f=9 + 16. http://www.indie-rpgs.com/reviews/review.php?id=20_0_5_0 + 17. http://www.indie-rpgs.com/forum/viewtopic.php?t=774 + 18. http://www.indie-rpgs.com/forum/viewtopic.php?t=1273 + 19. http://www.indie-rpgs.com/forum/viewtopic.php?t=4217 + 20. http://www.indie-rpgs.com/forum/viewtopic.php?t=4232 + 21. http://www.indie-rpgs.com/forum/viewtopic.php?t=4299 + 22. http://www.indie-rpgs.com/forum/viewtopic.php?t=4301 + 23. http://www.indie-rpgs.com/forum/viewtopic.php?t=4352 + 24. http://www.indie-rpgs.com/forum/viewtopic.php?t=4416 + 25. http://www.indie-rpgs.com/forum/viewtopic.php?t=2802 + 26. http://www.indie-rpgs.com/forum/viewtopic.php?t=4258 + 27. http://www.indie-rpgs.com/forum/viewtopic.php?t=4336 + 28. http://www.indie-rpgs.com/forum/viewtopic.php?t=4300 + 29. http://www.indie-rpgs.com/forum/viewtopic.php?t=4414 + 30. http://www.indie-rpgs.com/forum/viewtopic.php?t=4419 + 31. http://www.indie-rpgs.com/forum/viewtopic.php?t=4433 + 32. http://www.indie-rpgs.com/forum/viewforum.php?f=22 + 33. http://www.indie-rpgs.com/forum/viewtopic.php?t=1842 + 34. http://www.indie-rpgs.com/forum/viewtopic.php?t=1909 + 35. http://www.thelarper.org/archivearticles/edition_1/manifesto.html + 36. http://fate.laiv.org/dogme99/en/index.htm + 37. http://www.indie-rpgs.com/forum/viewtopic.php?t=1597 + 38. mailto:webmaster@indie-rpgs.com + 39. mailto:sorcerer@sorcerer-rpg.com