[svn] r14743@freebird: fabien | 2006-03-19 10:26:53 -0500
Add GNS references.
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+ Gamism: Step On Up
+ by [8]Ron Edwards
+
+ I owe thanks to Clinton R. Nixon, Rob MacDougall, Gareth Martin, Mike
+ Holmes, Gordon R. Landis, Ralph Mazza, Jonathan Walton, Paul Czege,
+ Jared A. Sorensen, Grant Gigee, Christopher Kubasik, Jake Norwood, and
+ Peter Adkison for their comments on the draft version of the manuscript.
+ All errors, misattributions, inconsistencies, whatever, are mine.
+
+ This is the second of three essays on the three modes of role-playing
+ collectively referred to as GNS, as presented in my essay [9]GNS and
+ related matters of role-playing theory. The first of the three "support"
+ essays was [10]Simulationism: the right to dream. These essays' purposes
+ are to clarify many aspects of their parent essay, to present the ideas
+ that have always awaited a more general understanding of my basic
+ points, and also to refine and develop the concepts based on the years
+ of discussion and input from others at the Gaming Outpost, RPG.net, and
+ the Forge.
+
+ This one's about Gamist play.
+
+ Gamism was originally identified in the RFGA Threefold Model of
+ role-playing styles, and I think from its first mention, nearly everyone
+ has said, "Oh, yeah, Gamism," with little debate about its qualities.
+ Moving through my own reconstructions of the Threefold into GNS, whether
+ early or late, and through the GENder model proposed by the Scarlet
+ Jester, both Gamist play as an activity and people's instant, easy
+ acceptance of its category have received little attention. Apparently,
+ one just knows it upon sight.
+
+ But do we really? References to Gamism tend to be dismissive,
+ superficial, and often backhanded ("except for the Gamists," "my inner
+ Gamist," etc). With respect to the members of the RFGA discussion group,
+ I think they categorized Gamist play mainly in order to sweep it out of
+ the realm of further dialogue, in order to concentrate on issues that I
+ would now primarily identify within Simulationist play. I also think
+ that most, although not all, subsequent discussion has been similar. Yet
+ that exceptional bit, here and there over several forums, indicates far
+ less consensus out there than might have been expected or assumed.
+
+ I'm going for a real look at the category for its own sake. In some ways
+ I'm kind of a case study of the problem, but I hope also part of the
+ solution as well; my own views have changed immensely since I referred
+ to Gamist players as "space aliens" years ago on the Gaming Outpost.
+
+ Here's what I wrote for my big and admittedly dry essay, "GNS and
+ related matters of role-playing theory":
+
+ Gamism is expressed by competition among participants (the real
+ people); it includes victory and loss conditions for characters, both
+ short-term and long-term, that reflect on the people's actual play
+ strategies. The listed elements [Character, Setting, Situation,
+ System, Color] provide an arena for the competition.
+
+ And this needs revising for several reasons. First, "among the
+ participants" is too vague, at least from the standpoint of most
+ readers. I was thinking of anyone involved in the play of the game,
+ permitting just who competes with whom to be customized, but most people
+ seem to think I mean "players" in the widely-used, non-GM sense, and
+ object to that. Second, the term "competition" gets right up people's
+ noses. Lots of terms have cropped up: Struggle, Striving, Challenge, and
+ more. Some of that debate seems to be procedural, some of it
+ ideological, and some of it social. Although I can't hope for unilateral
+ agreement about the fundamentals of Gamist play, I think I've managed to
+ figure out where all of the consternation - and the hot emotions
+ underlying it - comes from. It's not merely semantic. I hope this essay
+ manages to clear up any confusions about my position on the matter and
+ perhaps manages to set a better basis for continued debate.
+
+ Some threads to check out include: [11]Gamism and Premise, [12]Gamism is
+ not competition{/url], [13]All out for Gamism, and [14]Getting in touch
+ with our inner Gamist. They include plenty of good points, but, my own
+ posts included, I think they mainly illustrate the problems involved
+ rather than offer anything concrete.
+
+ So the first step is to renounce a judgmental and dismissive approach
+ about "those awful Gamists." The second is to renounce the
+ less-judgmental but equally-dismissive "those Gamists" attitude, which
+ might be called the NIMBY view. And then, finally, to renounce the sort
+ of guilty-liberal, halting, apologetic defensive line as well. Just
+ bouncing among these, without ever coming to grips with the actual
+ phenomenon itself, is enough to fill a few dozen thread-pages within
+ days, so it's time to put all that aside and focus.
+
+ Every reader of the first draft wanted me to define Gamist play right
+ here, in this spot. I refused, to the wrath of Lit-101 teachers
+ everywhere. You gotta go through the next sections to get there.
+
+ Back to Exploration
+ Just as in the Simulationism essay, I'll start by considering the big
+ picture in which GNS issues are embedded. It might be written out like
+ this in a Venn diagram:
+
+ [Social Contract [Exploration [GNS [rules [techniques [Stances]]]]]]
+
+ Every inner "box" is an expression or realization of the box(es) it's
+ nested in. For example, Exploration is a kind of Social Contract, and a
+ given GNS mode is a kind (specifically, an application) of Exploration.
+
+ 1. Everything occurs embedded in the Social Contract, which includes
+ many things about play and not-play, especially the Balance of
+ Power.
+ 2. Exploration is the primary act of role-playing, composed of five
+ parts with some causal relationships among them.
+ 3. The "modes" of play (because they have to be expressed via
+ communication and play itself, not just "felt") are currently best
+ described as Gamist, Simulationist, or Narrativist play. Play (as
+ opposed merely to hanging out with friends) cannot occur without
+ such an agenda. I'm now using the term "creative agenda" to refer to
+ the three modes as a concept, replacing the small-p "premise" term
+ in the older essay.
+ 4. Techniques of play include many different relationships among rules,
+ people's decisions, announcements, and similar. "System" (or rather
+ textual system) interacts with Techniques all the time, in terms of
+ things like Currency, Resolution (including DFK, IIEE; see
+ Glossary), and Reward systems. Which of these is inner or outer is
+ debatable and probably variable, although I've diagrammed it in
+ keeping with the idea that techniques are applied within a framework
+ of rules. In keeping with the Venn concept, techniques are local
+ expressions of Social Contract, Exploration, and GNS modes, just as
+ rules are.
+ 5. Actual play shifts quickly among Stances. Stances, unsurprisingly,
+ are very local applications of rules and techniques, all in the
+ service of Exploration and the larger-scale GNS mode in action.
+
+ So to talk about any GNS category, the place to start is that box.
+ Exploration is composed of five elements, no sweat: Character, Setting,
+ Situation, System, and Color ... but it's not a hydra with five equal
+ heads. These things have creative and specific dependencies among one
+ another, and now's the time to reveal a filthy secret about them.
+
+ It's this: Situation is the center. Situation is the imaginative-thing
+ we experience during play. Character and Setting are components that
+ produce it, System is what Situation does, and Color can hardly be done
+ without all this in place to, well, to color. Situation is the 400-lb
+ gorilla of the five elements, or, if you will, the central node. It's
+ central regardless of how much attention it's receiving relative to the
+ other components.
+
+ Gamist play, more than any other mode, demands that Situation be not
+ only central, but also the primary focus of attention. You want to play
+ Gamist? Then don't piss about with Character and/or Setting without
+ Situation happening, or about to.
+
+ The definition at last
+ A few paragraphs back, I promised a definition for Gamism and here it
+ is. It operates at two levels: the real, social people and the
+ imaginative, in-game situation.
+
+ 1. The players, armed with their understanding of the game and their
+ strategic acumen, have to Step On Up. Step On Up requires
+ strategizing, guts, and performance from the real people in the real
+ world. This is the inherent "meaning" or agenda of Gamist play
+ (analogous to the Dream in Simulationist play).
+
+ Gamist play, socially speaking, demands performance with risk,
+ conducted and perceived by the people at the table. What's actually
+ at risk can vary - for this level, though, it must be a social,
+ real-people thing, usually a minor amount of recognition or esteem.
+ The commitment to, or willingness to accept this risk is the key -
+ it's analogous to committing to the sincerity of The Dream for
+ Simulationist play. This is the whole core of the essay, that such a
+ commitment is fun and perfectly viable for role-playing, just as
+ it's viable for nearly any other sphere of human activity.
+ 2. The in-game characters, armed with their skills, priorities, and so
+ on, have to face a Challenge, which is to say, a specific Situation
+ in the imaginary game-world. Challenge is about the strategizing,
+ guts, and performance of the characters in this imaginary
+ game-world.
+
+ For the characters, it's a risky situation in the game-world; in
+ addition to that all-important risk, it can be as fabulous,
+ elaborate, and thematic as any other sort of role-playing. Challenge
+ is merely plain old Situation - it only gets a new name because of
+ the necessary attention it must receive in Gamist play. Strategizing
+ in and among the Challenge is the material, or arena, for whatever
+ brand of Step On Up is operating.
+
+ Gamist play and design is very diverse, partly due to the relative
+ emphases of these two layers, as well as how they are best met in that
+ particular game. At the crudest lens-setting, one can contrast those who
+ emphasize Challenge and drop the Step On Up to a faint roar, as opposed
+ to those who diminish the Challenge - it's always there, though - and
+ focus on the Step On Up.
+
+ Terms 'til you squeak
+ The game to the Gamist
+ What does "game" mean, anyway? Wouldn't that be good to know before
+ talking about Game-ist? As it turns out, not really, no more than
+ "simulation" helps with discussing Simulationist play. The term "game"
+ is good enough for our purposes (as a root for the "ist"), but not
+ especially rigorous or interesting. So many different things get called
+ games that it's hardly worth considering a blanket definition. To call
+ all of role-playing a "game," the term must be so broadly defined that
+ it excludes any agenda beyond socializing.
+
+ There's one specific aspect of the term that needs some scrutiny, though
+ - its judgmental content. Phrases like "It's a game," or better, "It's
+ just a game," or, "It's the game" illustrate that the term tells us
+ nothing; the meaning lies in the inflection. The phrase might be saying
+ that "it" is utterly trivial: "it's just a game." Or it might be saying
+ that "it" demands our constant and committed attention: "that's the
+ game."
+
+ So, I think more sensibly, it's good to look inside Gamism to see the
+ game there - what is it? It's a recreational, social activity, in which
+ one faces circumstances of risk - but neither life-threatening nor of
+ any other great material consequence. All that's on the line is some
+ esteem, probably fleeting, enough to enjoy risking and no more. Think of
+ a poker game among friends with very minor stakes, or a neighborhood
+ pickup basketball game. Taking away the small change or the
+ score-counting would take away a lot of the fun, because they help to
+ track or prompt the minor esteem ups-and-downs. This is Step On Up. It
+ is "just a game," yes, but "it's the game," too.
+
+ With any luck, now that I'm claiming two things are being labeled rather
+ than one, perhaps some of the debate about the label in question can
+ settle down. At the Step On Up level, what's at stake? A bit of esteem,
+ as stated above. But what about? Here's point #1: what's really at stake
+ can be totally overt (the basketball score), or it can nonverbal or
+ otherwise subtle (who sinks the best single hoop, regardless of which
+ team wins). All that matters is that it must exist embedded in the
+ real-life social interaction.
+
+ Think of the following:
+
+ * how performance is assessed, including a range of severity for
+ joshing, praise, and criticism
+ * the parameters of engagement - rules you do not break, in order to
+ enjoy playing changes in the field of play, whether in space or
+ time, making it impossible to stay with a single approach
+
+ The competition boogeyman
+ Competition is best understood as a productive add-on to Gamist play.
+ Such play is fundamentally cooperative, but may include competition.
+ That's not a contradiction: I'm using exactly the same logic as might be
+ found at the poker and basketball games. You can't compete, socially,
+ without an agreed-upon venue. If the cooperation's details are
+ acceptable to everyone, then the competition within it can be quite
+ fierce.
+
+ Role-playing texts never get this straight. For them, it's always either
+ competition or cooperation, one-other, push-pull, and often nonsensical.
+ The following is from Fantasy Earth, Basic Rules (1994, Zody Games,
+ author is Michael S. Zody):
+
+ ... while board games and wargames have winners and losers,
+ role-playing games do not. Rather than being competitive, role-playing
+ games are cooperative. The players all work together and win and lose
+ as a team.
+
+ I consider the above text to be inherently contradictory. Versions of it
+ can be found in quite a few role-playing games, especially those with
+ fantasy settings and a fairly high risk of character death.
+
+ So what is all this competition business about? It concerns conflict of
+ interest. If person A's performance is only maximized by driving down
+ another's performance, then competition is present. In Gamist play, this
+ is not required - but it is very often part of the picture. Competition
+ gives both Step On Up and Challenge a whole new feel - a bite.
+
+ How does conflict of interest relate to Step On Up and to Challenge? The
+ crucial answer is that it may be present twice, independently, within
+ the two-level structure.
+
+ * Competition at the Step On Up level = conflict of interest regarding
+ players' performance and impact on the game-world.
+ * Competition at the Challenge level = conflict of interest among
+ characters' priorities (survival, resource accumulation, whatever)
+ in the game-world.
+
+ Think of each level having a little red dial, from 1 to 11 - and those
+ dials can be twisted independently. Therefore, four extremes of
+ dial-twisting may be compared.
+
+ 1. High competition in Step On Up plus low competition in Challenge =
+ entirely team-based play, party style against a shared Challenge,
+ but with value placed on some other metric of winning among the real
+ people, such as levelling-up faster, having the best stuff, having
+ one's player-characters be killed less often, getting more Victory
+ Points, or some such thing. Most Tunnels & Trolls play is like this.
+ 2. Low competition in Step On Up plus high competition in Challenge =
+ characters are constantly scheming on one another or perhaps openly
+ trying to kill or outdo another but the players aren't especially
+ competing, because consequences to the player are low per unit
+ win/loss. Kobolds Ate My Baby and the related game, Ninja Burger,
+ play this way.
+ 3. High competition in both levels = moving toward the Hard Core (see
+ below), including strong rules-manipulation, often observed in
+ variants of Dungeons & Dragons as well in much LARP play. A risky
+ way to play, but plenty of fun if you have a well-designed system
+ like Rune.
+ 4. Low competition in both levels = strong focus on Step On Up and
+ Challenge but with little need for conflict-of-interest. Quite a bit
+ of D&D based on story-heavy published scenarios plays this way. It
+ shares some features with "characters face problem" Simulationist
+ play, with the addition of a performance metric of some kind. Some
+ T&T play Drifted this way as well, judging by many Sorcerer's
+ Apprentice articles.
+
+ Things get more complex than this, because different roles for GM and
+ players lead to combinations of the above categories within a single
+ game. For instance, players can cooperate as a party and compete with
+ the GM, for instance, given a rules-set that limits GM options (a
+ combination of #1 and #2). This shouldn't be confused with cooperating
+ with one another, cooperating with the GM, and competing against the
+ GM's characters (#4).
+
+ Reality check
+ I might as well get this over with now: the phrase "Role-playing games
+ are not about winning" is the most widespread example of synecdoche in
+ the hobby. Potential Gamist responses, and I think appropriately,
+ include:
+ "Eat me,"
+ (upon winning) "I win," and
+ "C'mon, let's play without these morons."
+
+ I'm defining "winning" as positive assessment at the Step On Up level.
+ It even applies when little or no competition is going on. It applies
+ even when the win-condition is fleeting. Even if it's unstated. Even if
+ it's no big deal. Without it, and if it's not the priority of play, then
+ no Gamism.
+
+ Textually, so many games say "it's not about winning" and then
+ immediately provide extremely clear win/loss parameters for play.
+ Sometimes I think it's because people believe that players are
+ inherently Gamist and have to be appeased in some way. This uneasy
+ waffling or endless qualifying shows up most often in fantasy games
+ whose authors would like play to be about something else, but just can't
+ quite believe that players would agree.
+
+ From the introduction to RuneQuest, second edition (The Chaosium, 1978,
+ 1979, 1980; specific author for this text unknown; game authors are
+ Steve Perrin, Ray Turney, Steve Henderson, and Warren James):
+
+ The title of the game, RuneQuest, describes its goal. The player
+ creates one or more characters, known as adventurers, and playes them
+ in various scenarios, designed by a Referee. The Adventurer has the
+ use of combat, magic, and other skills, and treasure. The Referee has
+ the use of assorted monsters, traps, and his own wicked imagination to
+ keep the Adventurer from his goal within the rules of the game. A
+ surviving Adventurer gains experience in fighting, magic, and other
+ skills, as well as money to purchase further training.
+
+ Now all that's pretty Gamist stuff of a late 1970s vintage, right? Get
+ this, which follows immediately:
+
+ The adventurer progresses in this way until he is so proficient that
+ he comes to the attention of the High Priests, sages, and gods. At
+ this point he has the option to join a Rune Cult. Joining such a cult
+ gives him many advantages, not the least of which is aid from the god
+ of the cult.
+
+ Acquiring a Rune by joining such a cult is the goal of the game, for
+ only in gathering a Rune may a character take the next step, up into
+ the ranks of Hero, and perhaps Superhero.
+
+ All right, that bit about joining cults still seems kind of Gamist,
+ right? About getting more effective and so on? Great ... except that the
+ GM controls the High Priests and sages. Why would he, whose job was just
+ stated to be to "keep the Adventurer from his goal," have them recognize
+ the Adventurer in the first place? Either they do, and the GM must
+ abandon the stated goal, or they don't, and that whole paragraph becomes
+ gibberish.
+
+ Bear in mind as well that "Hero" and "Superhero" are never defined, and
+ indeed never again mentioned anywhere in the rulebook. See what I mean
+ about waffly and uncertain text? Such text is the default explanation
+ for role-playing, with very few exceptions, until the publication of
+ Vampire in 1991. Even since, though, it's still the standard for fantasy
+ games. The following is from Legendary Lives, second edition (1993,
+ Marquee Press, authors are Joe Williams and Kathleen Williams):
+
+ The players are impromptu actors within the scenes created by the
+ referee ... The fun comes from interacting with the other characters
+ and with the imaginary world created by the refereee. For the duration
+ of the game, try to immerse yourself in the role. [Sim so far - RE]
+ ...
+ The first goal of a player is survival. Yes your character can die
+ during an adventure, and a dead character is completely gone. If your
+ character is smart enough, bright enough, or lucky enough, he or she
+ will survive to reap the benefits of becoming older, wiser, and more
+ powerful.
+ [Wowsies, eh? Then text follows which backpeddles rapidly and tries to
+ explain why character death isn't losing. -RE]
+
+ As a contrast, some texts make no bones about this issue and indeed leap
+ in with both feet, as in Kobolds Ate My Baby! third edition (2001, Ninth
+ Level Games; authors are Christopher O'Neill and Daniel Landis):
+
+ How to win!
+ ... unlike your average role-playing game, KOBOLDS ATE MY BABY! Third
+ Edition has winners (and losers). Truth be told, it mainly has losers!
+ Anyway, the winner is the player who, at the end of the game, has the
+ most Victory Points. Most games continue until a certain condition is
+ met, generally when all the babies are gone ...
+
+ Yee-ha! But that's a recent example. To get back to the dark and
+ steaming roots of the first wave of role-playing innovation, check this
+ out from The Basic Game chapter in Tunnels & Trolls, 5th edition (1979,
+ Flying Buffalo Inc; author is Ken St. Andre, with possible edits or
+ additions by Liz Danforth):
+
+ Every time your character escapes from a tunnel alive, you may
+ consider yourself a winner. The higher the level and the more wealth
+ your character attains, the better you are doing in comparison to all
+ the other players.
+
+ From the Adventure Points chapter in the same text:
+
+ As long as a character remains alive - regardless of how many
+ adventures he or she participates in - you are "winning." If ill fate
+ befalls the character, or if you overextend yourself in playing your
+ character's capabilities, the character dies and it is your loss. Of
+ course, these games allow you to play any number of characters
+ (sometimes referred to as a "stable of characters") and some will
+ survive and advance, and everyone wins in the end.
+
+ This seems a bit softer, until one notices that although winning is
+ qualified by quotes and extra text, loss significantly is not.
+
+ Further text in the Adventure Points chapter of the same game repeatedly
+ provides big payoff for rash, risky, but tactically-imaginative action,
+ if the character survives. One small part rewards role-playing, but:
+
+ Any points awarded in this category should be given to those players
+ who are doing an exceptionally good job only, thus making the game
+ more of a challenge to all.
+
+ In other words, "challenge" is the first priority and immersion (for
+ lack of a better word), cooperation with the GM or his story-plans, or
+ in-character consistent play, are to be conducted and evaluated in that
+ context. They are, as well as anything else like character survival or
+ achievement, to be competed about.
+
+ I love the T&T and Kobolds texts. They are refreshing, spunky, and even
+ inspiring: "Step on up, buddy!" Open Gamism is completely accessible,
+ completely functional, and extremely fun. You see, it all goes back to
+ how the Step On Up social stuff is perfectly capable of enjoying the
+ in-game Challenge, Situation stuff, and how they're not the same thing.
+ In these games, the idea is to keep the Challenge whimsical enough that
+ its occasionally-extreme consequences don't reflect proportionally on
+ the player's emotional stakes of the moment.
+
+ T&T is not the be-all and end-all of Gamism, although it was probably
+ the first utterly explicit Gamist role-playing text. Not all Gamist play
+ is alike! It ranges across a great deal of structural, social, and
+ imaginative diversity, which is why this essay still has a long way to
+ go.
+
+ Structural basics
+ Grant Gigee provided some comments that I think speak more closely to
+ the issue than anything I could come up with:
+
+ Conflict and choice: Clearly, both terms can also be applied to
+ Narrativism, but I think they are very evocative and, combined with
+ challenge, concisely convey the important values of Gamism. Conflict
+ is crucial to narrative, but while one can explore the back-story or
+ the setting, or whatever, and while one can explore the moral
+ ramifications of those choices, folk like myself would rather get
+ right to the high points - the points of greatest tension which lead
+ to the greatest accomplishment. [emphasis mine; that's where the Step
+ On Up lives, right there - RE]
+
+ Choice is important because only through choice can there be
+ consequences. The reason most Gamists play wizards over fighters lies
+ not in avoiding conflict but in having choices. The fighter's choices
+ are all front-loaded - which sword (the best one), which armor (the best
+ one), etc - while the wizard's are more immediate: which spell at what
+ time.
+
+ Valid Gamist conflict and valid Gamist choice lead directly to strategy
+ and tactics, which I like to think of in two ways. The first way is the
+ interplay of resources, combined arms, either-or decisions,
+ effectiveness, point-husbanding, and similar game-mechanics acumen. Two
+ articles to review regarding these sorts of strategy and tactics in
+ Gamist play are [15]Elements of tactics and [16]Elements of strategy by
+ Brian Gleichman. The second way is all about bending parameters, lateral
+ thinking, and occasional banzai, which is to say, one's ability to shape
+ the actual play, or the importance of its parts, through sheer
+ interaction with it and with other people.
+
+ In trying to back up a little and look at things more generally than
+ individual moments of successful tactics, I came up with two new terms.
+ I'm not sure whether they're profound or just obvious, so consider'em
+ informal at this point.
+
+ The Gamble and the Crunch
+ Challenge is the Situation faced by the player-characters with a strong
+ implication of risk. It can be further focused into applications, which
+ individually tend toward one of these two things:
+
+ The Gamble occurs when the player's ability to manipulate the odds or
+ clarify unknowns is seriously limited. "Hold your nose and jump!" is its
+ battle-cry. Running a first-level character in all forms of D&D is a
+ Gamble; all of Ninja Burger play is a Gamble. More locally, imagine a
+ crucial charge made by a fighter character toward a dragon - his goal is
+ to distract it from the other character's coordinated attack, and he's
+ the only one whose hit points are sufficient to survive half its
+ flame-blast. Will he make the saving roll? If he doesn't, he dies. Go!
+
+ The Crunch occurs when system-based strategy makes a big difference,
+ either because the Fortune methods involved are predictable (e.g.
+ probabilities on a single-die roll), or because effects are reliably
+ additive or cancelling (e.g. Feats, spells). Gamist-heavy Champions play
+ with powerful characters is very much about the Crunch. The villain's
+ move occurs early in Phase 3; if the speed-guy saves his action from
+ Phase 2 into Phase 3 to pre-empt that action, and if the brick-guy's
+ punch late on Phase 3 can be enhanced first by the psionic-guy's
+ augmenting power if he Pushes the power, then we can double-team the
+ villain before he can kill the hostage.
+
+ The distinction between Gamble and Crunch isn't quite the same as
+ "randomness;" it has more to do with options and consequences. Fortune
+ can be involved in both of them, and it doesn't have to be involved in
+ either (see Diplomacy for a non-RPG example). Also, look out for jargon:
+ "Crunchy" is a gamer term for detailed and layered rules; "crunching" is
+ a long-standing term for maximizing Effectiveness by manipulating a
+ system's Currency. Neither of these are Crunch as I'm defining here.
+
+ Who vs. whom: the source of adversity
+ Adversity is necessary to role-playing; without it, nothing happens. The
+ term requires two analyses.
+
+ 1. Who's the source of adversity in Gamist play? This is a layered
+ question based on the Step On Up and Challenge levels. Step On Up
+ adversity simply means demanding high attention to System operation
+ and the responding emotional "on-button" from the person. It's the
+ "social heat," if you will, as well as whatever cognitive demands
+ are imposed by the System. Optionally, as described above,
+ person-on-person conflict of interest might be involved as well,
+ bringing in competition at this level. Without the competition, the
+ adversity needs to come from some extra-player source, whether a GM
+ or a publication or some confluence of both. With it, of course, the
+ source of adversity arises among the players; this is usually an
+ add-on to the GM/publication adversity rather than a substitute.
+ 2. What are its imposed dangers? This seems more straightforward at
+ first, as Challenge adversity means risk to the characters in some
+ way. But about what? Options range from character survival to
+ abstract Victory Points, with a huge range of possibilities in
+ between. Also, optionally, character-on-character conflict of
+ interest may be involved as well, again setting up the possible
+ inclusion of competition as a "heater-up" for adversity.
+
+ Clearly, these are not really independent! The Challenge adversity sets
+ up all sorts of System demands and risks to the characters, which in
+ turn can provide the motor for the Step On Up adversity to kick into
+ action. That's a powerful phenomenon; arguably, it was the core of D&D
+ play becoming a popular hobby at all in the mid-1970s, based on
+ organized tournaments.
+
+ But all the possible combinations are overwhelming - whose strategizing
+ is opposed to whose? If a GM is the source of adversity, to what extent
+ is he or she a potential competitor as well? What are the differences
+ between GM as referee, as judge, and as player of opponents? Is
+ player-effort a team thing or an "every man my enemy" thing? The general
+ answer to these and similar questions can only be "Yes," then parsed
+ very specifically both by game design and by group preferences. Social
+ Contract issues such as whether maps, notes, and dice-rolls are hidden
+ or open all rely on the answers. But those are only some of the possible
+ questions. Here are others.
+
+ 1. How long is a "go"? Which is to say, what are the units of reward
+ and loss, and how are they distributed through the time of play?
+ Compare losing a round in a video game with loss in a football game,
+ and consider whether a fight scene in a role-playing session is a
+ piece of a very long conflict called a Delve, or whether it's the
+ moment of truth, right there. Is player-character death, for
+ example, like losing the ball for a first down for the other side,
+ or missing a touchdown, or losing the whole game?
+ 2. How is Fortune involved, and when? Oh, there are so many ways:
+ player-character creation, the typical resolution mechanics, any
+ sudden-death resolution mechanics, reduction of abilities or
+ resources, preparation for a crisis, the crisis itself ... To flip
+ to the other side, what's the role, if any, of
+ allocation-strategizing points or resources?
+ Neither of the above can be considered without thinking about the
+ relative importance of Effectiveness and Resource, and how they
+ relate to one another, or, on a more imaginative/scenario level, the
+ relative distribution and positioning of the Gamble and the Crunch.
+
+ 3. To what degree is conflict-of-interest involved, for both the Step
+ On Up and Challenge levels? Similarly, and this of course is mainly
+ a social question, what degree of ruthlessness is involved?
+ 4. What is the Challenge about? Further, how imaginatively committed to
+ it, moment by moment, are people expected to be? I suggest with
+ great fervor that combat is only one form of conflict, and character
+ survival is only one in-game metric for success.
+
+ A look at reward systems
+ I generally refer to Stakes in Gamist play to discuss what's at risk and
+ what stands to be gained at both the Step On Up and Challenge level. I
+ think successful Gamist play needs to include both the loss and gain
+ conditions for the Stakes, not just gain. This gets really tricky,
+ because the "metric" of what's being assessed at the Step On Up level is
+ only sometimes overt. Add to that the concept of Stakes relative to the
+ competition within each level, if present, and things suddenly get
+ complicated.
+
+ So what constitutes "success" at the Step On Up and/or Challenge level
+ during play? Is it the right to keep playing? Improving one's
+ character's effectiveness, begging the question of what for? Getting
+ some kind of "victory points"? The metagame/game relationship between
+ these is phenomenally important. I think that, in Gamist play, the
+ metagame-part is the key one - a completely informal Social Reward
+ (e.g., "Killed more goblins than you!", even in a game-system which
+ confers no consequence for doing so) can easily outweigh an in-game one.
+
+ In taking this idea to design, my mind kind of balks at the tricky mix
+ of Exploration and Competition, and how to keep them from being at
+ cross-purposes. It is really hard to conceive of Gamist reward
+ mechanisms that are both consistently satisfying across long-term play
+ and meaningful at the Step On Up level. Abstract victory points are
+ arguably quite weak; "you win" means nothing if it, well, doesn't do
+ anything. The more-commonly seen metric of character survival is badly
+ broken, in a variety of applications. If character death is temporary,
+ it's not much of a loss condition, but if it's not, the game is often
+ forced to abandon the loss condition such that people can continue to
+ play.
+
+ Character improvement ("advancement") is even more problematic. The
+ basic issues it raises are:
+
+ * How tough and effective should a starting character be? If it's too
+ high, then there's no reason to improve; if it's too low, the early
+ stages of play depend far too much on GM mercy.
+ * What kind of rate is involved, relative to the challenges as time
+ goes by? The effectiveness-increase can form an exponential
+ interaction with the character's ability to increase further, which
+ in most cases breaks the game or reduces all confrontations to
+ statistical grinds rather than Step On Up crises.
+
+ Reward systems remain the current most challenging sector of game
+ design, for many reasons, not the least of which is no clear idea of for
+ how long or at what scale "successful play" should be rated. I look
+ forward to experimentation and debate that can help resolve some of the
+ issues for Gamist play.
+
+ The joys of Gamism
+ It is way cool, in a game which utilizes point-construction of
+ characters, to allocate them such that the character "hums" - that is,
+ he (or she or it, henceforth "he") can do what you'd like him to do
+ without running out of energy too fast, can go where he needs to go, and
+ take a hit without crumpling - or, in games which are less about moving
+ places and hitting one another, the character can actually get X done in
+ a way which makes anyone else say, "Whoa, good one!" Nocturne, my
+ Champions super-hero, steps through the wall and freezes the villain The
+ Crippler in his tracks with a burning blue look. He glides straight to
+ the uber-villain, the Blood Queen, where she stands before the
+ technological cross (on whom is crucified Nocturne's buddy, Warp),
+ ignoring the zots and shots of the henchmen, and says, in deadly tones,
+ "Where ... is ... our ... son?" Presence attack roll!
+
+ It is totally cool, in a game with a well-constructed IIEE component, to
+ strategize one or more characters' actions such that their effect and
+ timing delivers a phenomenal wallop, or more generally, has a
+ distinctive and exciting effect on play. Demon-boy's acrobatic attack
+ provides the diversion, as Hurricane-girl's wind-storm scatters the
+ henchmen, opening up a channel for Metal-guy to hurl Claw-man straight
+ into the Menace. As expected, Claw-man takes it on the chin, but that
+ removes the Menace's saved action (which we all knew he had; he had that
+ smirk), and that's when Eyebeam-man's blast hits, shattering the tank
+ behind the Menace to release the wave of radioactive fluid and to wake
+ the sleeping alien within ...
+
+ The very meaning of cool beans is to husband resources intelligently,
+ such that when you really need that Endurance, or the story points, or
+ those hit points, or that final charge in the magic staff, they're
+ there. Yzorn, the young mage, dodges once, twice, and again, eluding the
+ jaws of the summoned wolf, costing Engarad more and more energy until
+ the animal fades into smoke. Then, "Catch this!" he cries, at last
+ loosing the lightning bolt and crisping his foe into an ashy column,
+ which slowly fragments under its own weight.
+
+ Nothing is more cool than putting the character or whatever at risk,
+ whether in Gamble or Crunch circumstances, and seeing the system deliver
+ its punch relative to your tactics. Roichi, my Blue Islands ninja,
+ reaches into the folds of his black gi to produce, rattle-rattle the
+ dice, a packet of Hot Sauce! Shimatta!
+
+ It is the essence of coolness to see the legitimately avoidable twist be
+ avoided, or fail to be avoided. "Boy, that troll was a lot easier to
+ kill than I expected," says the player. I, the GM, smirk. "You're
+ growing ... turning hairy ... your armor and clothing crack and stretch
+ off of your body ... horns sprout on your -" "Hey! I'm turning into a
+ troll, aren't I?" "Yup ... cursed to clean up the first level, just like
+ your predecessor, who's turning into a dead human, by the way." "Shit!
+ That makes sense! We should have figured that out!" Heh, heh, heh ...
+
+ All of the above are fun during any role-playing, but from a Gamist
+ perspective, the point is for one's acumen to be acknowledged - it's a
+ matter of pure pride. You grokked the system just right for that
+ particular situation; you took into account all the possible variables
+ of the moment. If such a perspective, and all these events, are combined
+ together and experienced as part and parcel of the Exploration - which
+ is to say, the social, imaginative "scene" - then Gamist play is under
+ way. I maintain this experience cannot be achieved through any physical
+ sport, through any virtual interface, or through any medium whatever
+ aside from table-top role-playing. The rush is, I think, unique to the
+ medium.
+
+ The Hard Core
+ So far I haven't mentioned any negative connotations to Gamist play,
+ despite my hints in the beginning of the essay. The time has come to
+ explain why many people hate and fear any sign of Step On Up, let alone
+ competition, in and among the adversity-situations of their
+ role-playing. It's due to a possible application of Gamist principles to
+ their "perviest" extreme, which is to say, the highest degree of
+ person-to-System contact during play. When you sacrifice Exploration to
+ get to this degree of contact in Gamist play, you have entered the Hard
+ Core.
+
+ The Hard Core occurs when Gamist play transmogrifies into pure metagame:
+ Exploration becomes minimal or absent, such that System and Social
+ Contract contact one another directly, and, essentially, all the
+ mechanics become metagame mechanics. It's usually, although not always,
+ the result of high competitive actions at the Step On Up level, which
+ then "eats" the Challenge level such that it is literally and nakedly an
+ extension of Step On Up and nothing else. Role-playing in the Hard Core
+ is very much like playing competitive video games or, for that matter,
+ like playing that old junior high school favorite, Smear the Queer, with
+ egos rather than bones and blood on the line.
+
+ I perceive four distinct Hard Core applications. They all very easily
+ become dysfunctional, but, contrary to popular belief, quite a bit of
+ Hard Core play may be functional if the Social Contract is being
+ reinforced rather than broken. None of them combine well with secondary
+ Simulationist or Narrativist priorities, which is one reason that people
+ often confound the Hard Core with playing Gamist at all. That's an
+ error, though, because the Hard Core is just as incompatible with
+ high-Exploration Gamist priorities as well.
+
+ It's time to introduce the "M" word too. The term "munchkin" gets thrown
+ around a lot in reference to Gamist play, and one of the big points of
+ this essay is to show that it applies to too many different things to be
+ useful. I'll discuss this further in the Troubles with Gamism section
+ below, but for now, just bear in mind that Hard Core role-players are
+ often called munchkins by others, including non-Hard Core Gamists.
+
+ Turnin' on each other
+ Gamist play already presupposes some pressure among members of the
+ group. Now add to that not only conflict-of-interest at the Challenge
+ level, but open acknowledgment of one another's player-characters as the
+ only engaging source of Challenge - and given the absence of
+ Exploration, directly applying to a Step On Up struggle for dominance.
+ So now you have both little red dials up to 11, and the arena of
+ resolution is simply whose characters survive mutual attacks.
+
+ Turnin' often arises from when the "official" Challenge parameters are
+ shown to be uninteresting for one reason or another, such as when losing
+ one's character to GM-run foes turns out not to mean much in Step On Up
+ terms - i.e., when the GM kills characters at whim. It's typically
+ dysfunctional when it arises from this or similar sources.
+
+ However, I also think Turnin' is the least threatening Hard Core
+ application, because when it's integrated into other enjoyable aspects
+ of a system, it can actually be a wonderful addition to play, as
+ illustrated by the wizard-economy of spells for rogues in T&T or the
+ magic items rules in Elfs. After all, character conflict-of-interest is
+ not necessarily Hard Core, nor is it even necessarily a Gamist issue at
+ all. However, given that its extreme form is dysfunctional, many game
+ texts have mistakenly urged various ways never ever ever to permit
+ inter-character conflict of interest, in order to stave it off.
+
+ Powergaming
+ This technique is all about ramping a system's Currency, Effectiveness,
+ and reward system into an exponential spiral. As a behavior, it can be
+ applied to any system, but most forms of D&D offer an excellent inroad
+ for it: after a certain number of levels achieved, the ability to
+ deliver damage and remain invulnerable itself provides ever-increasing
+ ability to achieve yet higher degrees of damage-delivery and hit-point
+ resources.
+
+ Like Turnin', Powergaming doesn't necessarily destroy the enjoyment of
+ play, and unlike Turnin', it may even remain functional in full-blown
+ Hard Core form. Some Exploration may well be maintained, at least
+ minimally, and the effectiveness-spiral might play a strategic role
+ rather than to dominate fellow players. However, it's fair to say that
+ Powergaming is only functional if everyone is committed to it, and it
+ carries dangers of leading to Breaking (see below).
+
+ To prevent Powergaming, many game designers identify the GM as the
+ ultimate and final rules-interpreter. It's no solution at all, though:
+ (1) there's no way to enforce the enforcement, and (2), even if the
+ group does buy into the "GM is always right" decree, the GM is now
+ empowered to Powergame over everyone else.
+
+ Calvinball
+ This is the famous "rules-lawyering" approach, which is misnamed because
+ it claims textual support when in reality it simply invents it.
+ Calvinball is a better term: making up the rules as you go along,
+ usually in terms of on-the-spot interpretations disguised as "obvious"
+ well-established interpretations. It basically combines glibness and
+ bullying to achieve moment-to-moment advantages for one's character. A
+ Calvinballer may also be adept at bugging the GM about some rules-detail
+ often enough that a goodly percentage of the time yields a reward for
+ it, but not often enough to tip everyone else off to what's going on.
+
+ The big trick of Calvinball is pretending to be still committed to the
+ Exploration. That makes it especially well-suited to disrupting
+ Simulationist play from the older traditions, because the other players'
+ commitment to the integrity of the Dream can be co-opted into one's
+ Calvinball strategy, exploiting the others' willingness to enter into
+ the rules-debate in hopes of a compromise, which of course is not
+ forthcoming. Calvinball then quickly transforms into a struggle for
+ control over what is and is not happening in the imaginative situation.
+
+ One mistaken solution to this tactic is to hide the rules from the
+ players in some kind of laughably-secure "GM book" or "GM section," as
+ well as to enforce the ideal of Transparency. The other, more common
+ solution is simply to continue adding rules forever and ever, amen, in
+ order to account unambiguously for any and all imaginable events during
+ play.
+
+ Breaking the game
+ Here's the most extreme form of the Hard Core; it's the only one that I
+ can't imagine is functional in any circumstances. Breaking the game is
+ defined as rendering others' ability to play ineffective in terms of any
+ metric that happens to be important in that group. Theoretically, any
+ and all games are breakable: one can always sweep the pieces off the
+ board. But I'm talking about doing so in the context of identifying
+ internal inconsistencies or vulnerable points in the design, breaking
+ the game by playing it and rendering the Exploration nonsensical.
+
+ Here's the key giveaway in terms of system design: it is Broken (i.e.
+ Breaking consistently works) if repetitive, unchanging behavior garners
+ benefit. The player hits no self-correcting parameters and is never
+ forced to readjust his or her strategy. The principle can be applied in
+ multiple ways, both two common ones include:
+
+ * Exploiting point-based games which rely on layered Currency, such
+ that points may be spent cheaply for disproportionately high gain,
+ often in a self-sustaining fashion. The classic example is the
+ Recovery attribute in Champions, which was increased by spending
+ points on Constitution and Strength, but could be bought down, and
+ the points thus gained could be pumped back into Strength, thus
+ raising REC to levels beyond the original value. Champions also
+ featured a means of decreasing powers' cost by increasing a divisor
+ value, and strategizing the relationship to this divisor with other
+ means of point-reduction became an art form in many groups.
+ * Exploiting announcement/order-of-action systems to acquire perfect
+ can't-hit-me-I-hit-you combinations, multiple-action combinations,
+ and similar. Most games which feature powers or advantages that the
+ order of action are vulnerable to unforeseen stacking with these
+ effects.
+
+ Breaking the Game isn't quite the same thing as Powergaming, because
+ once a game is Broken, the group rarely continues to play. However, the
+ latter often leads to the former, because Powergaming reveals vulnerable
+ points in game design that are then Broken. Trying to prevent this
+ one-two combination of behavior has led many game designers mistakenly
+ to provide endless patch rules, full of exceptions to cover the
+ exceptions, none of which accomplishes anything except to open up even
+ more points of vulnerability.
+
+ Diversity of Gamist design
+ Considering all these different concerns, perhaps finally the variety of
+ Gamist role-playing design can get its long-awaited, long-denied day in
+ the sun. I've taken a few variables from the Structural Basics section,
+ mainly the ones that can be ascribed to specific game texts rather than
+ the less-tangible, more locally-defined ones.
+
+ * The degree of Exploration relative to Step On Up
+ * The role of Fortune in resolving Stakes-relevant conflict in the
+ game
+ * How much Gamble vs. how much Crunch
+ * The length of a "go," or unit of play necessary to see how well
+ someone does
+ * The local units of local loss - how you can tell when someone
+ doesn't do well
+ * The degree of metagame mechanics available
+
+ Mano a mano
+ These are duelling games. They're generally written as self-governing,
+ which is to say, no GM necessary, although sometimes a gentleman's
+ agreement about some things is necessary. For instance, in Wizard duels,
+ a player is expected to be truthful when his character's illusion spell
+ is disbelieved. Also, sometimes a Referee or "monster player" is
+ recommended if people want to play in teams rather than against one
+ another.
+
+ Melee/Wizard - Exploration is low, role of Fortune medium, Gamble even
+ with Crunch, "go" length = one fight, units of local loss = PC death,
+ degree of metagame is nil
+
+ Lost Worlds - Exploration is low to medium, role of Fortune medium,
+ Crunch slightly higher than Gamble, "go" length = one fight, units of
+ local loss = PC death, degree of metagame is nil (or high if choosing
+ the character in the first place is considered)
+
+ Dungeon crawl
+ The classic Exploration paradigm, and arguably the progenitor of the
+ multi-bezillion dollar computer-game industry. The characters must
+ traverse and navigate a dangerous environment and reap the rewards of
+ their discoveries and combat acumen relative to the spiralling risk.
+
+ Dungeons & Dragons 3rd Edition - Exploration is medium, role of Fortune
+ is high until after 10th level, fair Gamble and later mainly Crunch,
+ "go" length = a delve, units of local loss = death, degree of metagame =
+ nil
+
+ Deathstalkers (System & Setting) - Exploration medium-to-high, Fortune
+ high at low levels especially, Gamble at lower levels with more Crunch
+ at higher ones, "go" length unknown, units of local loss = character
+ death, degree of metagame is nil
+
+ Forge: Out of Chaos (Character & System), - Exploration is a solid
+ medium, role of Fortune is medium, Gamble mixed evenly with Crunch, "go"
+ length = expedition, units of local loss = PC death or lack of
+ levelling, degree of metagame is nil
+
+ Rune - Exploration is low, role of Fortune is medium to high, Gamble
+ mixed evenly with Crunch, "go" length = expedition, units of local loss
+ vary across several variables, degree of metagame is nil (or high if the
+ GM-round-robin is considered)
+
+ Donjon - Exploration high, role of Fortune is high, high Gamble vs. low
+ Crunch (almost all Abilities are really the same thing - a mechanical
+ way to win), "go" length is a delve, and individual "Donjon Levels",
+ units of local loss = destruction of equipment and character
+ inconvenience (death is extremely rare), degree of metagame = quite high
+
+ Elaborate setting
+ This brand of Gamist play evolved almost instantly, beginning with maps
+ and supplements like the World of Greyhawk. It offers a few special
+ problems, the main one being an ongoing Simulationist "creep" in the
+ evolving texts, edition by edition, which can trip up the Gamist
+ priorities of special interest ... in other words, GNS-based
+ Incoherence. One reader even proposed the term "Power Simulationism" for
+ such games, and stated, "These games are the least rewarding to me
+ because they feel like kicking a man when he is down."
+
+ Stormbringer 1st edition - Exploration is high, role of Fortune is
+ extreme, both Gamble and Crunch at different instances of play, "go"
+ length = adventure scenario, units of local loss = death, degree of
+ metagame = nil (perhaps a bit in demon creation)
+
+ Rifts (with some Simulationist design as hybrid support) - Exploration
+ is medium-low, role of Fortune high at low levels, low at higher levels,
+ mixed Gamble and Crunch, "go" length = firefight, units of local loss =
+ death (or perhaps loot), degree of metagame = nil
+
+ Shadowrun (also a Simulationist hybrid) - Exploration is high, medium to
+ high Fortune, mixed Gamble and Crunch (higher Crunch in longer-term
+ games), "go" length = a black-ops mission (a "shadowrun"), units of
+ local loss = character death, loss of profit, degree of metagame varies
+ by edition
+
+ Age of Heroes - Exploration is high, role of Fortune is strong but
+ easily assessed, mainly Crunch, "go length = set pieces, loss =
+ characters' agenda per set piece, degree of metagame = nil [note: This
+ game is not based on a canonical setting, but rather on procedures and
+ rules-categories corresponding to a setting type, relating to "adventure
+ fantasy" much as early Champions relates to comics; as such, it is
+ probably the single representative in the category without Coherence
+ problems]
+
+ Deadlands - Exploration is high, Situation, role of Fortune is medium,
+ mainly Crunch, "go" length = adventure scenario, units of local loss
+ aren't well defined, degree of metagame is minor but consistently
+ present
+
+ Whimsical whackiness
+ These are usually humorous spinoffs of dungeon crawls.
+
+ Tunnels & Trolls - Exploration medium, role of Fortune high, emphasis on
+ Gamble, "go" length = level, units of local loss = PC death or
+ diminishment of abilities, degree of metagame is low except for some
+ whimsy
+
+ Kobolds Ate My Baby / Ninja Burger (Situation & System) - Exploration
+ low-to-medium, role of Fortune is extreme, extreme emphasis on Gamble,
+ "go" length = one dinner/mission, units of local loss = victory points
+ (less so, PC death), degree of metagame is medium (often obstructive to
+ others)
+
+ Elfs - Exploration is medium, role of Fortune is high, mixed Gamble and
+ Crunch, "go" length = adventure scenario, units of local loss =
+ immediate advantage, degree of metagame = medium.
+
+ Gimme some story
+ These games shift the venue of Step On Up from in-game character action
+ resolution to metagame narration rights, which may or may not entail
+ greater character effectiveness.
+
+ The Adventures of Baron von Munchausen - Exploration = medium, role of
+ Fortune is nil, mainly Crunch, "go" length = one tale, units of local
+ loss = control of the narrative, degree of metagame is total. Arguably,
+ this game is more appropriately placed in the "almost role-playing game"
+ category along with Bedlam, De Profundis, and Once Upon a Time.
+
+ Pantheon - Exploration = high, role of Fortune is minor, mainly Crunch,
+ "go" length = one story, units of local loss = points, degree of
+ metagame fairly high
+
+ Is d20 Gamist?
+ D&D3E is certainly strongly oriented toward Gamist play, but as for d20,
+ what is it, structurally?
+
+ * levels to describe character attack-options and hit points - but not
+ necessarily levelling-up as a major feature of play
+ * classes and possibly races, but these are meaningless on reflection
+ - a game can have one or twenty classes; they are strictly a method
+ for establishing resource categories
+ * Six attributes - but with any relationship to effectiveness that you
+ want; one can even tack on another system for primary Effectiveness
+ variables, as in D&D3E
+
+ All one really has is a flat-curve resolution method in 5% increments
+ against target numbers, with (a) possible re-rolls (which is what "extra
+ attacks" are), (b) a resource mechanic relative to character survival,
+ and (c) lists of powers. I've concluded that d20 takes on a
+ game-identity to the extent that a designer customizes Resolution,
+ Currency, and Reward into a particular shape. Therefore to "use d20"
+ means one of the following:
+
+ * to imitate or augment an existing form (supplemental material for
+ D&D3E)
+ * fundamentally to write your own game (Mutants & Masterminds)
+ * and I should mention some attempts at the latter which look more
+ like the former (Star Wars d20, Spycraft)
+
+ No wonder it's impossible to discuss d20 sensibly! There's no game
+ there, not even a System. Therefore it passes out of the range of topics
+ for this essay; d20 presents a fascinating economics and marketing
+ phenomenon, but I think it's only meaningful in those terms.
+
+ Historical perspective
+ How is Gamist design distributed across games throughout the hobby's
+ history? I'm now talking about explicit design features and facilitative
+ text in game-books, not play itself. My essay [17]A hard look at
+ Dungeons & Dragons addresses some of the factors that underlie this
+ section.
+
+ The most striking feature across role-playing history is the astonishing
+ shift in the late 1980s from assuming that Gamist play was the default
+ to practically nothing - limited mainly to "old AD&D," various D&D
+ imitators, Shadowrun, or Rifts.
+
+ I think this rarity is mainly a matter of rejection by texts that
+ facilitated other preferred modes of play. I specifically include AD&D2
+ to be included in this shift, as I consider it to be mainly incoherent
+ with various and sometimes-contradictory doses of Simulationist design
+ scattered throughout, going all the way back to the Wilderness Survival
+ Guide and the Dragonlance modules. I also think that the various
+ setting-derivative AD&D2 boxed sets of the early 1990s (Al-Qadim, Dark
+ Sun, Planescape, et al.) explicitly facilitate Illusionist Simulationist
+ play.
+
+ A similar textual rejection can be found in the publications of Lion
+ Rampant and later (same company) White Wolf, many of which explicitly
+ condemned Gamist play in subcultural terms. In many ways, this can be
+ seen as a reclamation of "hip" for role-playing, or at least for a given
+ company's role-playing products.
+
+ In spite of all the textual rejection, I also think that the dearth of
+ texts reveals nothing about the commonality of Gamist play - I suspect
+ that Drift has kept Gamist play alive and quite active, even in the
+ absence of coherent games to use it for, especially for AD&D2,
+ Champions, Amber, and Vampire (see the GNS section below). Discussing
+ why such an overt, accessible, and functional brand of play did not act
+ as a solid demand on the marketplace of game design must await more
+ discussion of game-industry economics.
+
+ Then again, perhaps my surprise is a matter of my own subcultural
+ limitations, if related hobbies are considered. Gamism remained alive
+ and well among computer games like Rogue, Nethack, Ultima library (later
+ to become Ultima Online), Zork, Advent(ure), MUDs, MUSHes, MOOs,
+ Everquest, Amethyst, and many more. Unfortunately, I'm an ignoramus
+ about this entire hobby, and any insights into its history, play
+ preferences, economics, and what-all would be very welcome at the Forge.
+
+ Oh, and let's not forget that card game that showed up at the game store
+ counters a decade ago. I think that Magic: the Gathering is best
+ described as a portable, customizable wargame - and that part of its
+ popularity may be ascribed to the fact that the customers of the day had
+ never seen a wargame before. Unsurprisingly, a whole sector of people
+ who were involved in role-playing suddenly discovered the hobby they'd
+ been looking for.
+
+ From a role-playing design perspective, Magic and many other
+ customizable card games reminded people of a principle that had been
+ abandoned for almost a decade: (1) that competitive Step On Up is
+ actually fun, rather than automatically Broken; (2) that elegant and
+ highly-prioritized game design permits easier entry and more
+ satisfaction in play; and (3) that Exploration may be customized to
+ taste, rather than considered an all-or-nothing variable.
+
+ Finally, Gamist play has also cropped up across many products which are
+ sometimes called role-playing games, but are just a little off my
+ personal undefined cognitive space for that label, mainly due to the
+ role of "character" and certain aspects of how resolution is addressed.
+ All of them utilize control over narration as one of the variables of
+ play, thus shifting around the privileges of a traditional GM role, and
+ all of them are explicitly about winning the game much as one wins a
+ traditional card game. They include Once Upon a Time, The Adventures of
+ Baron von Munchausen, and Bedlam, and many others seem to be on the way
+ as well. As with the customizable Magic-type games, already they've
+ prompted many changes in role-playing, most notably in terms of
+ formalizing and permitting shifts among who gets to narrate the outcomes
+ of a given resolution mechanic.
+
+ GNS issues
+ Memetic power
+ Nothing beats Gamism - once you have Step On Up in action, it takes
+ over. The main reason is simple: Step On Up is a recognizable, common,
+ coherent, and rewarding aspect of human behavior, which is why we see it
+ all 'round the place. Role-playing is just another venue. So, basically,
+ everyone gets it, and once present, Situation becomes Challenge, and the
+ cognitive fascination with esteem relative to performance becomes the
+ order of the day. It doesn't rely on any particular game mechanic to be
+ present - consider that any metric for social esteem is a candidate for
+ Step On Up, and that any element of in-game content is a candidate for
+ Challenge. You're bound to find someone's own personal profile for these
+ in the game-content somewhere!
+
+ It also takes over easily mechanically in many instances of game design,
+ especially in Simulationist-facilitating games, in two ways. The first
+ way is to perceive system-based opportunities for advantage: breakpoints
+ in point-allocation design, stacking of options into unique effects, and
+ similar. Such things are often offered as neat add-ons in
+ otherwise-Simulationist designs, but they take over fast when character
+ niche-protection switches into literal character-defense. The second
+ way, unsurprisingly, is through reward systems: a traditional
+ character-improvement system can switch to a fully-social Step On Up
+ reward system any time anyone wants, especially since it's
+ self-perpetuating.
+
+ Clinton provided this example:
+
+ ... find a copy of Player's Option: Skills and Powers for AD&D2. It
+ took the broken Simulationism of that game and added a huge layer of
+ Gamism to the construction of characters. I remember making up some
+ serious monstrosities with this book.
+
+ The most common Gamist-Drift events in my experience are found in the
+ following games:
+
+ * Gamist-Drifted Champions falls into two types: point-strategizing or
+ movement/action-strategizing. The reward metric is plain old success
+ in in-game conflicts, or demonstrated "superior knowledge" of the
+ game's mathiness.
+ * Gamist-Drifted Amber is characterized by Drama-bullying toward
+ Situation-control, essentially an unstructured version of Pantheon.
+ It can also include point-mongering depending on certain
+ rules-interpretation. The reward metric may be in-game social
+ advancement (e.g. Throne War) or simply moment-to-moment struggles
+ over who's in charge of the narration.
+ * Gamist-Drifted Vampire consists of extensive breakpoint
+ exploitation. The metric is Champions-like character effectiveness,
+ specifically who can ignore as well as deliver the most damage. More
+ subtly, it's also coolness, whoever gets to be perceived as the most
+ real-Goth of the bunch. Many Vampire LARPs tend in this direction as
+ well, with the added benefits of singles-bar interactions.
+
+ All of the above tend toward Powergaming as well, with attendant shifts
+ to the other branches of the Hard Core over time.
+
+ The common reaction to this easy transition, for non-Gamist-inclined
+ players, is pure terror - it's the Monsters from the Id! In-group
+ conflicts over the issue have been repeated from group to group, game to
+ game, throughout the entire history of the hobby.
+
+ One such thing is a tug-of-war regarding following rules vs.
+ not-following rules. What the rules actually say becomes yet another
+ variable even as people argue about whether they should be followed, and
+ when both of these issues are firing at once, nothing can possibly be
+ resolved. The result is always to consider either following or ignoring
+ rules to be "right" when it goes your way.
+
+ Another tack is for some groups and game designers to treat Gamism's
+ easy "in" as a necessary evil and to take an appeasement approach. The
+ "Id" can be controlled, they say, as long as the Superego (the GM) stays
+ firmly in charge and gives it occasional fights and a reward system
+ based on improving effectiveness. This approach may rank among the
+ most-commonly attempted yet least-successful tactic in all of game
+ design. It will never actually work: the Lumpley Principle correctly
+ places the rules and procedures of play at the mercy of the Social
+ Contract, not the other way around. Therefore, even if such a game
+ continues, it has this limping-along, gotta-put-up-with-Bob feel to it.
+
+ Hybridization
+ Simulationist play is an excellent "subordinate" mode for Gamist play. A
+ game designed toward this sort of play is also open to functional Drift
+ toward Sim-only as people toss out that "weird stuff" or that
+ "powergamer" stuff. See Rifts, Shadowrun, and Age of Heroes.
+
+ However, Gamist play is a terrible "subordinate" mode for Simulationist
+ play, because it takes over in a heartbeat, for all the reasons listed
+ above. I should clarify, however, that I'm talking strictly about play
+ itself, not texts. Looking at texts through several editions, the
+ overwhelming tendency is to Drift toward Simulationism. I think this
+ phenomenon has several causes, including pseudo-solutions for trying to
+ prevent Gamist play, specifically the Hard Core.
+
+ Gamist and Narrativist play have an interesting relationship, but it's
+ hard to see or understand unless you have experience with solid
+ non-Simulationist game play, which very few role-players have. Nearly
+ all of us have dealt mainly with Sim-design and Sim-assumptions, with
+ both Gamism and Narrativism as semi-dysfunctional interfering
+ priorities, and resulting in a lot of compromises rather than solutions.
+ We know that when Simulationist play is involved and either or both
+ Gamist and Narrativist play crops up, then a terrible struggle emerges
+ among the modes. The entire White Wolf line of games represents a
+ fascinating case study of the phenomenon, starting with Vampire and, in
+ my view, culminating with a Narrativist direction with Adventure!.
+ Another case study is the history of the Hero System, which by
+ fourth-edition Champions was resolved in favor of Simulationist design.
+
+ But if Simulationist-facilitating design is not involved, then the whole
+ picture changes. Step On Up is actually quite similar, in social and
+ interactive terms, to Story Now. Gamist and Narrativist play often share
+ the following things:
+
+ * Common use of player Author Stance (Pawn or non-Pawn) to set up the
+ arena for conflict. This isn't an issue of whether Author (or any)
+ Stance is employed at all, but rather when and for what.
+ * Fortune-in-the-middle during resolution, to whatever degree - the
+ point is that Exploration as such can be deferred, rather than
+ established at every point during play in a linear fashion.
+ * More generally, Exploration overall is negotiated in a casual
+ fashion through ongoing dialogue, using system for input (which may
+ be constraining), rather than explicitly delivered by system per se.
+ * Reward systems that reflect player choices (strategy, aesthetics,
+ whatever) rather than on in-game character logic or on conformity to
+ a pre-stated plan of play.
+
+ Which is a really long-winded way of saying that one or the other of the
+ two modes has to be "the point," and they don't share well - but unlike
+ either's relationship with Simulationist play (i.e., a potentially
+ hostile one), Gamist and Narrativist play don't tug-of-war over "doing
+ it right" - they simply avoid one another, like the same-end poles of
+ two magnets. Note, I'm saying play, not players. The activity of play
+ doesn't hybridize well between Gamism and Narrativism, but it does
+ shift, sometimes quite easily.
+
+ Obviously, if the group is disinclined to do this, it can't happen. So
+ in Gamist vs. Narrativist play, absent Simulationism, it may be a matter
+ of "what we wanna do," and a very easy adjustment to system to reflect
+ that in many cases, because how we "do" things is very similar already.
+
+ The key to the shift seems to be the reward system, not resolution - not
+ about "how we decide what happens" so much as "how we decide that we're
+ having fun." How a group plays Toon, for instance, depends wholly on
+ whether Plot Points are used for scoring or whether they're employed as
+ a multiple-author cartoon-story creation device. Similarly, the weak
+ endgame of Once Upon a Time is resolved locally per group based on
+ whether the group acceptance of the Ending card or the emptying of one's
+ hand is the metric for ending the game.
+
+ If the reward system is less abstract and embedded deeply into the rest
+ of the game, as with Sorcerer and Rune, shifting priorities becomes less
+ easy. The Dying Earth provides a phenomenal example of Narrativist play
+ using previously-Gamist methods, minimizing Drift with three things:
+ non-spiraling game interactions (rock-paper-scissors), limiting returns
+ (e.g. negative exponential improvement), and overwhelming rewards that
+ promote an alternative metagame priority better suited to Narrativism.
+
+ The history of Tunnels & Trolls offers, I think, one of the most
+ powerful examples of the phenomenon in the theory of game design ever,
+ back around 1980. I cannot recommend reading and playing T&T highly
+ enough to the student of Gamist and Narrativist play. I also recommend
+ reading all of their solo adventure scenarios, with special reference to
+ date and author, and also as many copies of the magazine Sorcerer's
+ Apprentice as possible. Here's a conceptual hint: the T&T reward system
+ doesn't award experience points for finding or spending money, but that
+ design feature has nothing to do with "realism" at all. It's set up to
+ prevent double-dipping, which is to say, gaining both attribute
+ improvement and better weapons, armor, and spells through one metric.
+ Thus "money" in this game is really a parallel Adventure-Point system
+ for improving character features that are not attributes.
+
+ Balance: the sort-of issue
+ "Balance" is one of those words which is applied to a wide variety of
+ activities or practices that may be independent or even contradictory.
+ (See the linked threads in the Glossary.) The word is thrown about like
+ a shuttlecock with little reference to any definition at all. That's the
+ current state of the art. So I'm taking time-out on the Gamism-only
+ discussion to go on a full GNS balance rant, because the assumption that
+ Gamist play is uniquely or definitively concerned with "balance" is
+ very, very mistaken.
+
+ Overall
+
+ 1. Compare "balance" with the notion of parity, or equality of
+ performance or resources. If a game includes enforced parity, is it
+ is balanced? Is it that simple? And if not, then what?
+ 2. Bear in mind that Fairness and Parity are not synonymous. One or the
+ other might be the real priority regardless of which word is being
+ used. Also, "Fair" generally means, "What I want."
+ 3. Are we discussing the totality of a character (Effectiveness,
+ Resource, Metagame), or are we discussing Effectiveness only, or
+ Effectiveness + Resource only?
+ 4. Are we discussing "screen time" for characters at all, which has
+ nothing to do with their abilities/oomph?
+ 5. Are we discussing anything to do at all with players, or rather,
+ with the people at the table? Can we talk about balance in regard to
+ attention, respect, and input among them? Does it have anything to
+ do with Balance of Power, referring to how "the buck" (where it
+ stops) is distributed among the members of the group?
+
+ They can't all be balance at once.
+
+ Within Gamist play
+
+ 1. Parity of starting point, with free rein given to differing degrees
+ of improvement after that. Basically, this means that "we all start
+ equal" but after that, anything goes, and if A gets better than B,
+ then that's fine.
+ 2. The relative Effectiveness of different categories of strategy:
+ magic vs. physical combat, for instance, or pumping more investment
+ into quickness rather than endurance. In this sense, "balance" means
+ that any strategy is at least potentially effective, and
+ "unbalanced" means numerically broken.
+ 3. Related to #2, a team that is not equipped for the expected range of
+ potential dangers is sometimes called unbalanced.
+ 4. In direct contrast to #1, "balance" can also mean that everyone is
+ subject to the same vagaries of fate (Fortune). That is, play is
+ "balanced" if everyone has a chance to save against the Killer Death
+ Trap. Or it's balanced because we all rolled 3d6 for Strength,
+ regardless of what everyone individually ended up with. (Tunnels &
+ Trolls is all about this kind of play.)
+ 5. The resistance of a game to deliberate Breaking.
+
+ Within Simulationist play
+ I am forced to speak historically here, in reference to existing and
+ widespread Simulationist approaches, not to any potential or theoretical
+ ones. So think of Call of Cthulhu, GURPS, and Rolemaster as you read the
+ next part.
+
+ 1. One fascinating way that the term is applied is to the
+ Currency-based relationship among the components of a character:
+ Effectiveness, Resource, Metagame. That's right - we're not talking
+ about balance among characters at all, but rather balance within the
+ interacting components of a single character. I realize that this
+ sounds weird. Check back in the Sim essay to see how important these
+ within-character interactions can be in this mode of play.
+ 2. And, completely differently, "balance" is often invoked as an
+ anti-Gamist play defense, specifically in terms of not permitting
+ characters to change very much relative to one another, as all of
+ them improve. This is, I think, the origin of "everyone gets a
+ couple EPs at the end of each session" approach, as opposed to
+ "everyone gets different EPs on the basis of individual
+ performance."
+ 3. Rules-enforcement in terms of Effectiveness, which is why GURPS has
+ point-total limits per setting. Note that heavy layering renders
+ this very vulnerable to Gamist Drift.
+
+ Within Narrativist play
+ This gets a little tricky because I can't think of a single coherent
+ Narrativist game text in which balance as a term is invoked as a design
+ or play feature, nor any particular instance of play I've been involved
+ in which brought the issue up. But I'm pretty sure that it's a
+ protagonism issue.
+
+ 1. "Balance" might be relevant as a measure of character screen time,
+ or perhaps weight of screen time rather than absolute length. This
+ is not solely the effectiveness-issue which confuses everyone.
+ Comics fans will recognize that Hawkeye is just as significant as
+ Thor, as a member of the Avengers, or even more so. In game terms,
+ this is a Character Components issue: Hawkeye would have a high
+ Metagame component whereas Thor would have a higher Effectiveness
+ component.
+ 2. Balance of Power is relevant to all forms of play, but it strikes me
+ as especially testy in this mode.
+
+ That's the end of my balance rant, but I beg and plead of anyone who
+ reads this essay: I would very much like never to hear again that (1)
+ Gamist play must be uniquely obsessed with balance, or (2) if play is
+ concerned with any form of balance, it must be Gamist. These are
+ unsupportable habits of thought that pervade our hobby and represent
+ very poor understanding of the issues involved.
+
+ Pitfalls for Gamist design
+ Elegance is the key - which is to say, each piece of the system does
+ what it does, has the implications that it has, and doesn't create wonky
+ spirals or novel relationships that devalue the Step On Up or Challenge
+ parameters. Easy to say, eh? Well, it's damned hard to do, as many an
+ inventor of a new board game or new card game can attest.
+
+ Defend against Breaking through elegance, not through patch rules.
+ Eliminate, from the ground up, all recursiveness, nonfunctional layers,
+ and mathematical ratios.
+
+ Fortune should be present for a Gamist reason, for instance, to
+ introduce uncertainty at specific points, for specific impacts on the
+ goals of play. It can be very rare to absent, or wildly and constantly
+ present, but whatever it is, it needs to "spike" the play-experience
+ rather than dilute it. Using Fortune to model the statistical vagaries
+ of in-game physical effects should be a secondary concern, if present at
+ all.
+
+ A Double-Hose occurs when features of a character are forced downward by
+ a low score in some other feature, and when both features are important.
+ In Tunnels & Trolls, for instance, a low Strength and Dexterity limit
+ one's choice of weapons to lower-damage items, as well as lower the
+ "adds" (bonuses) for attacks. If you must have a Double-hose, make it
+ easy to replace or recoup "losses," and also make it easy to escape the
+ Hose soon through character improvement.
+
+ Beware of end-runs which permit a Challenge to be solved without the
+ requisite Step On Up ability or competence. Playtest the game multiple
+ times with people who are determined to beat it.
+
+ Do not confuse character improvement for "winning," especially if the
+ process is slow and painful. On a related point, do not set the venue
+ and length of a "go," which is to say a unit of success or failure at
+ the Step On Up level, equivalent to the entirety of a long-term,
+ no-set-end, many-session game.
+
+ Don't be a weenie - include loss conditions that can be recognized and
+ that do not undercut play. Decide whether such a loss ends the game as a
+ whole or permits it to continue, but do not commit the common mistake of
+ "loss means sit out" - this is not viable for roleplaying. As soon as
+ you have to let people win so that they'll keep playing, the
+ relationship of Step On Up to Challenge dies nastily, leaving no
+ alternative but to reinvent the game in Hard Core form.
+
+ Beware of Heartbreaker design, particularly the Fantasy ones. Such games
+ are wonderful to write and often very enjoyable among one's group, but
+ ultimately of little interest to anyone else. More subtly, don't fall
+ into the trap of providing Gamist design-features as an appeasement
+ strategy - do it or don't.
+
+ Here's my current shot at a little Gamist design: [18]Black Fire. It's
+ even more alpha-alpha than Mongrel was, for the Simulationism essay, so
+ let's see what happens.
+
+ Troubles for the Gamist
+ GNS incompatibility
+ The basic hassle arises due to Gamism's "easy in" during play. If one or
+ two people get the bug, so to speak, and no one else does, then GNS
+ incompatibility disrupts play. This specific problem - the
+ Drifted-to-Gamist ensconced in an otherwise-oriented group - is so
+ common among Simulationist play especially that it, like the Hard Core,
+ gets labeled with munchkinism. It's usually seen in texts from bitter
+ non-Gamists and their "grow up from munchkinism" rants.
+
+ The following is from the GM section of Arrowflight (2002, Deep 7,
+ author is Todd Downing):
+
+ Dealing with Munchkins The other side to the "cheating" coin is the
+ competitive gamer, a breed also known as "Munchkin." Munchkins are
+ players who dilute the experience through a combination of
+ rules-mongering and overt cheating.
+
+ [alarming rant snipped; includes examples of lying about dice rolls -
+ RE]
+ The best games are those where everyone is playing a role, striving
+ for a goal and working as a unit (that doesn't mean that every
+ character must like every other character, but player must at least
+ properly play the role they've chosen). If you find a Munchkin in your
+ midst, there are numerous ways to deal with him, depending on the
+ offense:
+
+ [methods follow, all relying on the GM having final say in any aspect
+ of the game - RE]
+ ... most players are at least conscientious and intelligent enough not
+ to harm their own playing experience as well as that of the other
+ players, but the exceptions are out there. As they say, "there's one
+ in every group." You don't have to tolerate them in yours.
+
+ Downing's prose is clearly angry. To him, any degree of striving for
+ advantage among players, for anything, constitutes breaking the Social
+ Contract, to the same degree as lying about dice outcomes. Let's break
+ that down, though. He doesn't mind striving for a goal, as long as it's
+ an in-character, in-game goal, and much Gamist play can be consistent
+ with that. And much Gamist play also prioritizes working as a unit with
+ other players. All that's left is the "playing a role" distinction, and
+ Downing's real beef seems to be that "playing a role" is not these
+ players' first priority, i.e., they are not Simulationists in the mode
+ that is reinforced throughout the text of Arrowflight.
+
+ Although I understand where he and many other authors are coming from,
+ which is GNS-synecdoche pure and simple, this and similar anti-Gamist
+ texts go too far - Step On Up play, even with a dose of competition,
+ does not deserve being labeled unconscientious and unintelligent.
+ Basically, the authors confound two things.
+
+ * The player who turns any instance of play into social
+ power-tripping, rivalry, rancor, and disruption. I shall call this
+ person "the Prick." The important thing to realize is that this
+ person is not a Gamist at all, and that Pricks disrupt any form of
+ play; a Simulationist-Gamist mismatch is one thing, but stubborn
+ disruption is another. The fault lies at the Social Contract level,
+ not at the GNS level.
+ * The person who really wants to play Gamist but is in the wrong
+ group, giving rise to secondary dysfunctions of various sorts. This
+ person is usually derided as "the powergamer" or "the munchkin" by
+ the others, but I hasten to add that the fault lies with the GNS
+ mismatch, not with the person as a social human, and that his or her
+ mode of Gamist play may not even include the Hard Core.
+
+ This section is perhaps harsh on the Simulationist approach and
+ assumptions. I also need to acknowledge that a bored Gamist-inclined
+ player, seeing no engaging Challenge, has been known, on occasion, to
+ turn his attention toward the Hard Core, specifically Turnin' and
+ Breaking the game. If it's clear that the other individuals don't
+ appreciate this, and if he or she continues, then what's happened is the
+ Birth of a Prick that some better understanding of contrasting GNS goals
+ might have prevented. I used to see this all the time in Champions
+ groups, and it's horrible. I can at least sympathize with where
+ Downing's coming from.
+
+ Troubles within Gamism
+ Now I'm talking about troubles within Gamism rather than with it. All
+ three modes boast an array of specific dysfunctions, and here are the
+ sorts that Gamists encounter among their own. (Side point: Simulationist
+ dysfunctions include The Impossible Thing, Transparency, and placing
+ "realism" as the core value; Narrativist dysfunctions include
+ railroading, sizzle over steak, and interfering through deprotagonism.)
+
+ The core problem in Gamist dysfunction is not knowing what the Step On
+ Up is actually about. It results in all kinds of things, most usually
+ ramping-up the competitive levels and shifting to the Hard Core, usually
+ in the form of Turnin' and Calvinball beyond what other members of the
+ group want to do. A related problem concerns Author vs. Pawn Stance,
+ which is to say, differing standards for moment-to-moment Exploration of
+ Character. When I see a player completely abandon all Stances but Pawn
+ through several scenes of play, it's like the sinister drumming
+ emanating from the leafy jungle the night before the massacre. Many a GM
+ in a Gamist-oriented group strictly enforces justifications of
+ characters' behavior in an attempt to stave off the problem, although
+ frankly, if he has to resort to decrees, threats, and pleas, it's
+ probably already too late.
+
+ These "core" issues should look similar to the GNS-mismatch issue
+ described above, because it's the Birth of a Prick all over again, only
+ within the Gamist mode.
+
+ The other, more extreme dysfunction arises from the player who is
+ basically a poor sport, or, "the Wimp," which is unfortunately the most
+ common dysfunctional Gamism. It has its parallels in other Step On Up,
+ non-role-playing activities; people are sure to recognize them from
+ their hobbies.
+
+ * Critical commentary that goes beyond simple joshing or observation
+ into abuse: "You suck," delivered to someone who happened to roll a
+ 1 rather than a 20; this is often combined with an inability to
+ tolerate joshing oneself. (What degree of verbiage counts as abuse
+ varies from group to group.)
+ * Manipulating the others' parameters for how-to-play, e.g., tattling
+ to the GM that so-and-so is violating his or her character's
+ alignment.
+ * Stating what another player "should have done" as a form of constant
+ criticism. This is a bigger deal than it looks, as in Gamist play,
+ it's all right not to make the best choice all the time, but
+ personal choice in the Crunch or Gamble is sacrosanct. Essentially,
+ it constitutes protagonism in Gamist play. The Wimp de-protagonizes
+ other players' characters all the time by de-valuing the players'
+ decisions from his armchair. Breaking the Contract: if I can't win,
+ I'll take my football and go straight home; or lashing out at allies
+ as if they were foes; or being socially obnoxious until granted an
+ advantage or perceived entitlement.
+ * Plain wussy-cheating: stating it was "in" when it was "out," and
+ similar, and pouting when the tactic doesn't work, usually escalates
+ to breaking the baseline cooperative Social Contract that underlies
+ the Step On Up in question.
+
+ Bluntly, in any context besides role-playing, this kind of behavior will
+ get your ass kicked for you, or at the very least, instantly excluded
+ from the activity. It's simply not socially tolerable. The real question
+ is why it's widely observed in the role-playing hobby, for which I can
+ see two reasons.
+
+ 1. Wimpiness is often observed among young people as they work out the
+ "rules of life" through all sorts of play-activity, among other
+ unpleasant behaviors such as bullying. This is why adults usually
+ don't play with kids unless they can enforce certain social
+ standards, i.e., act as social mentors in addition to playing the
+ game.
+ 2. I think that the Social Context of role-playing is currently in
+ disarray. It's out of the scope of this essay to go into the issue
+ in detail, but see the [19]Social Context discussion on the Forge
+ for some notions. The short version is that friendships cannot be
+ placed at stake based on in-play events - if they are, then Step On
+ Up places way too much pressure on the agreement to play together at
+ all.
+
+ Confusingly, many Gamist-oriented players call Wimpiness "munchkinism,"
+ making three distinct uses for the term so far.
+
+ The bitterest role-player in the world
+ Meet the low-Step On Up, high-Challenge Gamist, with both "little red
+ competition" dials spun down to their lowest settings.
+
+ This person prefers a role-playing game that combines Gamist potential
+ with Simulationist hybrid support, such that a highly Explorative
+ Situation can evolve, in-game and without effort, into a Challenge
+ Situation. In other words, the social-level Step On Up "emerges" from
+ the events in-play. This view, and its problematic qualities, are
+ extremely similar to that of the person who wants to see full-blown
+ Narrativist values "just appear" from a Simulationist-play foundation.
+ It's possible, but not as easy and intuitive as it would seem.
+
+ His preferred venue for the Gamist moments of play is a small-scale
+ scene or crisis embedded in a larger-scale Exploration that focuses on
+ Setting and Character. In these scenes, he's all about the Crunch:
+ Fortune systems should be easy to estimate, such that each instance of
+ its use may be chosen and embedded in a matrix of strategizing.
+ Point-character construction and menus of independent feats or powers
+ built to resist Powergaming are ideal.
+
+ As for playing the character, it's Author Stance all the way. He likes
+ to imagine what "his guy" thinks, but to direct "his guy" actions from a
+ cool and clear Step On Up perspective. The degree of Author Stance is
+ confined to in-game imaginative events alone and doesn't bleed over into
+ Balance of Power issues regarding resolution at all.
+
+ Related to the Stance issue, he is vehemently opposed to the Hard Core,
+ even to any hints of it or any exploitable concepts that it seizes upon
+ most easily. For instance, reward system that functions at the metagame
+ level is anathema: not only should solid aesthetics should be primary,
+ but he is rightly leery of the Hard Core eye for such reward systems.
+ "Balance" for him consists of the purity of the Resource system and
+ unbroken Currency. It's consistent with the Simulationist Purist for
+ System values and represents further defenses against the Hard Core.
+
+ He probably developed his role-playing preferences in highly-Drifted
+ AD&D2 or in an easily-Drifted version of early Champions, both of which
+ he probably describes as playing "correctly" relative to other groups
+ committed to these games.
+
+ This man (I've met no women who fit this description) is cursed. He's
+ cursed because the only people who can enjoy playing with him, and vice
+ versa, are those who share precisely his goals, and these goals are very
+ easily upset by just about any others.
+
+ * His heavy Sim focus keeps away the "lite" Gamists who like
+ Exploration but not Simulationism.
+ * The lack of metagame reward system keeps away most Gamists in
+ general.
+ * Hard Core Gamists will kick him in the nuts every time, just as they
+ do to Simulationist play.
+ * Most Simulationist-oriented players won't Step Up - they get no
+ gleam in their eye when the Challenge hits, and some are even happy
+ just to piddle about and "be."
+ * Just about anyone who's not Gamist-inclined lumps him with "those
+ Gamists" and writes him off.
+
+ I've known several of these guys. They are bitter, I say. Imagine years
+ of just knowing that your "perfect game" is possible, seeing it in your
+ mind, knowing that if only a few other people could just play their
+ characters exactly according to the values that you yourself would play,
+ that your GM-preparation would pay off beyond anyone's wildest dreams.
+ Now imagine years of encountering all the bulleted points above, over
+ and over.
+
+ At present, I have no suggestions to help them, just as I cannot help
+ those who expect to see "story" consistently emerge from play that does
+ not prioritize it. I hope some dialogue at the Forge might come up with
+ some solutions.
+
+ What I like about Gamism
+ Gamist-inclined players tend to be unashamed regarding their
+ preferences. Their role-playing is easily understood, diverse in
+ application, unpretentious, and often perfectly happy with its role
+ relative to the person's social life at large. The Gamists have a lot to
+ teach the rest of the hobby about self-esteem.
+
+ Some folks seem to think that Gamist play lacks variety, to which I say,
+ "nonsense." Scrabble is "always the same," and it's fun as hell; simple
+ games do not mean simplistic, shallow, or easy. What matters is whether
+ the strategy of the moment is fun. Well-designed, multiple-edged Step On
+ Up activities with fully-developed competition are endlessly diverting
+ and provide an excellent basis for friendship. Anyone who thinks that
+ such things in role-playing necessarily cannot be fun and will
+ necessarily destroy social interactions is badly mistaken - what's
+ needed is better, more diverting, and more multiply-angled design. D&D3E
+ and Rune are just the start, and their overt roots in 1970s-style
+ dungeon crawls indicate, I think, that the hobby's efforts in Gamist
+ design are so far limited to getting its first steps re-created
+ properly.
+
+ What I'm calling for is a better appreciation for functional Gamist
+ role-playing, overtly and even joyfully stated in the games' design and
+ texts. Given the introduction of D&D3E, I think this long-unmet need is
+ being satisfied without my help, but I also think that lots of people
+ might enjoy Gamist play that's not D&D style fantasy. Why not whole new
+ venues, such as romance, or sports!
+
+ Good new designs remind largely unexplored. Where are the sensible
+ reward systems that integrate Challenge and Step On Up in some way, and
+ are not wholly defined by increasing Effectiveness values or promoting
+ tug-of-war over narration? Where are the loss conditions that are not
+ recursive regarding continued play?
+
+ The Hard Question
+ Each of these three essays concludes with a challenge to the role-player
+ who prefers the mode under discussion. For the Gamist, the question is,
+ why is role-playing your chosen venue as a social hobby? There are lots
+ and lots of them that unequivocally fit Step On Up with far less
+ potential for encountering conflicting priorities: volleyball, chess, or
+ pool, if you like the Crunch; horse races or Las Vegas if you like the
+ Gamble; hell, even organized amateur sports like competitive martial
+ arts or sport fishing.
+
+ Do you play Gamist in role-playing because it doesn't hurt your ego as
+ much as other venues might? Is role-playing safer in some way, in terms
+ of the loss factor of Step On Up? Even more severely, are you sticking
+ to role-playing because many fellow players subscribe to the "no one
+ wins in role-playing" idea? Do you lurk like Grendel among a group of
+ tolerant, perhaps discomfited Simulationists, secure that they are
+ disinclined to Step On Up toward you? In which case, you can win against
+ them or the game all the time, but they will never win against you?
+
+ I accuse no one of affirmative answers to these questions; that's the
+ reader's business. But I do think answering them should be a high
+ priority.
+
+ Glossary
+ See the Glossary in the other essays as well as definitions and
+ explanations in the "GNS and related matters" essay.
+
+ Actor Stance
+ the real person determines the character's decisions and actions
+ using only knowledge and perceptions that the character would have.
+
+ Author Stance
+ the real person determines the character's decisions and actions
+ based on the real person's priorities, Author Stance includes two
+ sub-categories
+ in "Author" Author Stance, the person then retroactively "motivates"
+ the character to perform the acts in question; in "Pawn" Author
+ Stance, he or she does not. Pawn Stance is often identified with
+ Gamist play, but this identification is false for either Stance or
+ Mode.
+
+ Balance
+ this term is undefined. See the discussion in this text.
+
+ Balance of Power
+ how the "buck stops here" authority regarding resolution in play is
+ distributed among members of a role-playing group. This term was
+ first applied to role-playing interactions by Hunter Logan.
+
+ Breaking the game
+ a dysfunctional technique of Hard Core Gamist play, characterized by
+ rendering other participants' efforts ineffective without recourse.
+
+ Calvinball
+ a potentially-dysfunctional technique of Hard Core Gamist play,
+ characterized by making up the rules of a game as it is played,
+ especially in the immediate context of advantaging oneself and
+ disadvantaging one's opponents. "Tagged you! Tags mean you're out!"
+ "It's Tuesday! Tagging doesn't work on Tuesdays!" This term,
+ obviously, is pulled from the comic strip Calvin & Hobbes.
+
+ Challenge
+ the Situation of play in the Gamist context, specifically, adversity
+ or imposed risk to player-characters of any kind. It's the
+ imaginative arena for the more general Social Contract of Gamist
+ play, called Step On Up.
+
+ Character Components
+ the features of a role-playing character. All are present for all
+ characters, even if one or more is not explicitly part of the textual
+ rules. See Effectiveness, Metagame, and Resource; also see Currency.
+
+ Coherence
+ any functional combination, including singletons, of GNS priorities.
+ Please note that "coherency" is not a word.
+
+ Congruence
+ refers to play in which two or more different GNS modes may be
+ expressed in such a way that they neither interfere with one another
+ nor are easily distinguished through observation; the term was coined
+ by Walt Freitag in [20]GNS and "Congruency". I am revising the term
+ to "congruence" in the interest of grammar.
+
+ Creative agenda
+ the aesthetic priorities and any matters of imaginative interest
+ regarding role-playing; replaces all uses of "premise" in the
+ original essay aside from the specific creative agenda of Narrativist
+ play (for which the term "Premise" is retained); Step On Up, The
+ Right to Dream, and Story Now represent the creative agendas,
+ respectively, of Gamist, Simulationist, and Narrativist play.
+
+ The Crunch
+ an application or type of Challenge, based on high predictability
+ relative to risk.
+
+ Currency
+ the rate-of-exchange relationship within and among Character
+ Components.
+
+ DFK
+ specific resolution mechanics; see Drama, Fortune, and Karma
+
+ Director Stance
+ the real person determines aspects of the environment relative to the
+ character in some fashion, entirely separately from the character's
+ knowledge or ability to influence events. Therefore the player has
+ not only determined the character's actions, but the context, timing,
+ and spatial circumstances of those actions, or even features of the
+ world separate from the characters. Director Stance is often confused
+ with narration of an in-game event, but the two concepts are not
+ necessarily related.
+
+ The Dream
+ commitment to the imagined events of play, specifically in-game cause
+ and pre-established thematic elements. As a top priority for
+ role-playing, the defining feature of Simulationist play. See my
+ essay [21]Simulationism
+ the right to dream.
+
+ Dysfunction
+ simply, role-playing which is not fun. Most Forge discussions presume
+ that un-fun role-playing is worse than no role-playing.
+
+ Effectiveness (a Character Component)
+ any quantities used to determine success or extent of an action.
+
+ Exploration
+ social and personal imagination, creation of fictional events through
+ communicating among one another.
+
+ The Gamble
+ an application or type of Challenge, based on high risk relative to
+ predictability.
+
+ The Hard Core
+ Gamist play with minimal or even absent Exploration; see Breaking the
+ game, Calvinball, Powergaming, and Turnin'.
+
+ Hybrid
+ role-playing with two identifiable GNS priorities in action;
+ empirically, one is apparently always subordinate to the other, and a
+ threesie game is as yet unknown.
+
+ IIEE
+ Intent, Initiation, Execution, and Effect - how actions and events in
+ the imaginary game-world are resolved in terms of real-world
+ announcement and imaginary order of occurrence.
+
+ Incoherence
+ incompatible combination of GNS priorities, applies by definition to
+ play, but often applied secondarily to game design. Abashedness
+ represents a minor, correctable form of Incoherence.
+
+ The Lumpley Principle
+ "System (including but not limited to 'the rules') is defined as the
+ means by which the group agrees to imagined events during play." The
+ author of the principle is Vincent Baker, see [22]Vincent's standard
+ rant
+ power, credibility, and assent and [23]Player power abuse.
+
+ Metagame (general) - all aspects of play that concern non-Explorative
+ matters or priorities; in terms of my layered model, Social Contract and
+ GNS (creative agenda).
+
+ Metagame (a Character Component)
+ all positioning and behavioral statements about the character, as
+ well as player rights to over-ride the existing Effectiveness rules.
+
+ Metagame mechanics
+ where System and Social Contract meet, without Exploration as the
+ medium.
+
+ "Munchkin"
+ a derogatory term used in several different ways, including by
+ non-Gamists vs. Gamists in general, by Hard Core or heavy-Step
+ Gamists vs. Wimps, and by high-Exploration Gamists vs. Hard Core
+ play.
+
+ Powergaming
+ a potentially dysfunctional technique of Hard Core Gamist play,
+ characterized by maximizing character impact on the game-world or
+ player impact on the dialogue of play by whatever means available.
+
+ Resource (a Character Component)
+ any available usable pool upon which Effectiveness or Metagame
+ mechanics may draw, or which are reduced to reflect harm to the
+ character.
+
+ Reward System
+ enjoyability payoff that prompts further play, usually expressed in
+ Explorative terms but not restricted to Exploration.
+
+ Screen Time
+ the extent of attention afforded to a given player's Explorative
+ contributions from the other participants.
+
+ Social Context
+ positioning of one's role-playing hobby relative to other humans
+ outside one's gaming group, whether they are role-players or not. See
+ [24]Social context.
+
+ Social Contract
+ all interactions and relationships among the role-playing group. All
+ role-playing is a subset of the Social Contract.
+
+ Stakes
+ what stands to be lost and/or gained during Gamist play; the term may
+ be applied at either or both Step on Up or Challenge levels of play.
+
+ Stance
+ cognitive position of real person to fictional character (see Author,
+ Actor, and Director Stance definitions). Coined by the RFGA on-line
+ discussions.
+
+ Step On Up
+ social assessment in the face of risk. As a top priority of
+ role-playing, the defining feature of Gamist play.
+
+ Story Now
+ producing, heightening, and resolving a Premise. As a top priority of
+ role-playing, the defining feature of Narrativist play.
+
+ System (character creation, resolution including IIEE, reward system,
+ metagame mechanics)
+ the means by which imaginary events are established during play (see
+ the Lumpley Principle).
+
+ Turnin'
+ a potentially dysfunctional technique of Hard Core Gamist play,
+ characterized by treating one another's characters as the primary
+ source of Challenge.
+
+ Wimpiness
+ a dysfunctional form of Gamism characterized by poor sportsmanship,
+ i.e., the unwillingness to accept a loss.
+
+ The Forge created and administrated by [25]Clinton R. Nixon and [26]Ron
+ Edwards.
+ All articles, reviews, and posts on this site are copyright their
+ 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. http://www.indie-rpgs.com/articles/1/
+ 10. http://www.indie-rpgs.com/articles/15/
+ 11. http://www.indie-rpgs.com/viewtopic.php?t=792
+ 12. http://www.indie-rpgs.com/viewtopic.php?t=937
+ 13. http://www.indie-rpgs.com/viewtopic.php?t=41
+ 14. http://www.indie-rpgs.com/viewtopic.php?t=4139
+ 15. http://www.rpg.net/news+reviews/columns/elements01nov02.html
+ 16. http://www.rpg.net/news+reviews/columns/elements11feb03.html
+ 17. http://www.indie-rpgs.com/articles/20/
+ 18. http://www.indie-rpgs.com/articles/22/
+ 19. http://www.indie-rpgs.com/viewtopic.php?t=4258
+ 20. http://www.indie-rpgs.com/viewtopic.php?t=1733
+ 21. http://www.indie-rpgs.com/articles/15/
+ 22. http://www.indie-rpgs.com/viewtopic.php?t=3701
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+ 24. http://www.indie-rpgs.com/viewtopic.php?t=4258
+ 25. mailto:webmaster@indie-rpgs.com
+ 26. mailto:sorcerer@sorcerer-rpg.com
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/references/gns.txt Mon Mar 20 13:28:17 2006 -0500
@@ -0,0 +1,1931 @@
+</article/1/>
+*GNS and Other Matters of Role-playing Theory*
+by Ron Edwards <mailto:sorcerer@sorcerer-rpg.com>
+
+Copyright Adept Press 2001
+
+*Introduction*
+My straightforward observation of the activity of role-playing is that
+many participants do not enjoy it very much. Most role-players I
+encounter are tired, bitter, and frustrated. My goal in this writing is
+to provide vocabulary and perspective that enable people to articulate
+what they want and like out of the activity, and to understand what to
+look for both in other people and in game design to achieve their goals.
+The person who is entirely satisfied with his or her role-playing
+experiences is not my target audience.
+
+Everything in this document is nothing more nor less than "What Ron
+Thinks." It is not an official Dogma for the Forge. It is not a
+consensus view of members of the Forge, nor is it a committee effort of
+any kind. It is most especially not an expectation for what you're
+supposed to think or believe.
+
+However, it does stand as the single coherent body of theory about
+role-playing at the Forge, and its lexicon is definitive for purposes of
+discussion there. I am satisfied with it, but I'm not unreasonable
+either, so it is not immutable. Please deal with it in one of the
+following ways: identify an inconsistency, ask for clarification and
+examples, or otherwise address its content critically. I am perfectly
+willing to amend any content, if I'm given a substantive reason to do
+so, and to give credit for the insight.
+
+I request that all discussion of this material be based on careful
+consideration. Snap judgments, unsupported value judgments, neophobia,
+taking offense, and other juvenile reactions are not welcome.
+Furthermore, I am well aware that my GNS notions vary greatly from the
+original Threefold Model (or GDS), and that my categories of Stance
+differs from those originally proposed. Identifying these differences
+does not constitute a criticism.
+
+I have been extensively influenced by the work of others and have
+incorporated it in ways which make sense to me. Concepts that were
+originated and developed by others are credited in the acknowledgments
+at the end.
+
+*Contents*
+Introduction
+
+ 1. Exploration
+ 2. GNS
+ 3. Stance
+ 4. The Basics of Role-playing Design
+ 5. Role-playing Design and Coherence
+ 6. Actually Playing
+
+Acknowledgments
+
+</article/2/>
+*_Chapter One: Exploration_*
+
+When a person engages in role-playing, or prepares to do so, he or she
+relies on imagining and utilizing the following: *Character*, *System*,
+*Setting*, *Situation*, and *Color*.
+
+ * Character: a fictional person or entity.
+ * System: a means by which in-game events are determined to occur.
+ * Setting: where the character is, in the broadest sense (including
+ history as well as location).
+ * Situation: a problem or circumstance faced by the character.
+ * Color: any details or illustrations or nuances that provide
+ atmosphere.
+
+At the most basic level, these are what the role-playing experience is
+"about," but to be more precise, these are the things which must be
+imagined by the real people. In this sense, saying "system" means
+"imagining events to be occurring."
+
+*Exploration and its child, Premise*
+The best term for the imagination in action, or perhaps for the
+attention given the imagined elements, is *Exploration*. Initially, it
+is an individual concern, although it will move into the social,
+communicative realm, and the commitment to imagine the listed elements
+becomes an issue of its own.
+
+When a person perceives the listed elements together and considers
+Exploring them, he or she usually has a basic reaction of interest or
+disinterest, approval or disapproval, or desire to play or lack of such
+a desire. Let's assume a positive reaction; when it occurs, whatever
+prompted it is *Premise*, in its most basic form. To re-state, Premise
+is whatever a participant finds among the elements to sustain a
+continued interest in what might happen in a role-playing session.
+Premise, once established, instils the desire to keep that imaginative
+commitment going.
+
+Person 1: "You play vampires in the modern day, trying to stay secret
+from the cattle and coping with other vampires." [See atmospheric, grim,
+punky-goth pictures]
+
+Person 2: "Ooh! Cool!"
+
+Person 2 might have liked the grittiness of the art, the romance of the
+word "vampire," or the idea of being involved in a secret mystical
+intrigue. Or maybe none of these and an entirely different thing. Or
+maybe all of them at once. It doesn't matter - whatever it was, that's
+the initial Premise for this person.
+
+Premise is a metagame concern, wholly different from the listed
+elements. They are the imagined (Explored) content of the role-playing
+experience, and Premise is the real-person, real-world interest that
+instils and maintains a person's desire to have that experience. At this
+early point, though, Premise is vague and highly personal, as it is only
+the embryo of the real Premise. The real Premise exists as a clear,
+focused question or concern shared among all members of the group. The
+initial Premise only takes shape and shared-focus when we move to the
+next chapter.
+
+*Why "genre" is not part of the lexicon*
+I do not recommend using "genre" to identify role-playing content. A
+"genre" is some combination of specific setting elements, plot elements,
+situation elements, character elements, and sometimes premise elements,
+such that by hearing the term, we are informed what to expect, or in
+role-playing terms, what to do. On the face of it, the concept would
+seem to be useful.
+
+The problem is that genres are continually being deconstructed and
+re-formed, with elements of one being re-combined with others. This is
+occurring as a non-planned or non-managed historical phenomenon
+throughout all media. Therefore "genre" may be a fine descriptive label
+for what is or has been done, but it's not much help in terms of what to
+do or what can be done.
+
+In many cases, a given genre label will convey to a close group of
+people a fairly tight combination of values for these variables.
+However, the same genre label loses its power to inform as you add more
+people to the mix, especially since most labels have switched meanings
+radically more than once. And even more importantly, new combinations of
+values for the key variables may be perfectly functional, even when they
+do not correspond to any recognized genre label.
+
+Therefore when someone tells me that a game (or story, or whatever) is
+based on a certain genre, I have to ask a few more questions - and
+sooner or later, I get real answers in terms of Character, Setting,
+Situation, or Color. Only then can an initial Premise be identified, and
+then the next step toward functional, enjoyable role-playing may occur.
+
+</articles/3/>
+*_Chapter Two: GNS_*
+
+Talk to someone who participates in role-playing, and focus on the
+precise and actual acts of role-playing themselves. Ask them, "Why do
+you role-play?" The most common answer is, "To have fun."
+
+Again, stick to the role-playing itself. (The wholly social issues are
+real, such as "Wanting to hang out with my friends," but they are not
+the topic at hand.) Now ask, "What makes fun?" This may not be a verbal
+question, and it is best answered mainly through role-playing with
+people rather than listening to them. Time and inference are usually
+required.
+
+In my experience, the answer turns out to be a version of one of the
+following terms. These terms, or modes, describe three distinct types of
+people's decisions and goals during play.
+
+ * *Gamism* is expressed by competition among participants (the real
+ people); it includes victory and loss conditions for characters,
+ both short-term and long-term, that reflect on the people's actual
+ play strategies. The listed elements provide an arena for the
+ competition.
+ * *Simulationism* is expressed by enhancing one or more of the
+ listed elements in Set 1 above; 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.
+ * *Narrativism* is expressed by the creation, via role-playing, of a
+ story with a recognizable theme. The characters are formal
+ protagonists in the classic Lit 101 sense, and the players are
+ often considered co-authors. The listed elements provide the
+ material for narrative conflict (again, in the specialized sense
+ of literary analysis).
+
+Collectively, the three modes are called *GNS*. Stating "GNS," "GNS
+perspectives," or anything similar, is to refer to the diversity of
+approaches to play. One might refer to "GNS goals," in which case the
+meaning is, "whichever one might apply for this act of role-playing."
+
+GNS is the central concept of my theorizing about role-playing. It is
+necessary for understanding how Premise is developed, and it provides
+the context for the later points in this essay. However, it is not
+sufficient, and the three modes themselves do not address any and all
+points about role-playing.
+
+I disavow either GM-centric or player-centric applications of GNS. The
+terms apply to real people engaged in the act of role-playing, and the
+distinction between GM and player is irrelevant for this purpose.
+However, the reverse is meaningful: given a GNS focus of play, GM and
+player roles take on specific shapes, or specific ranges of shapes.
+(This issue is discussed later.)
+
+*Labels*
+Much torment has arisen from people perceiving GNS as a labelling
+device. Used properly, the terms apply only to decisions, not to whole
+persons nor to whole games. To be absolutely clear, to say that a person
+is (for example) Gamist, is only shorthand for saying, "This person
+tends to make role-playing decisions in line with Gamist goals."
+Similarly, to say that an RPG is (for example) Gamist, is only shorthand
+for saying, "This RPG's content facilitates Gamist concerns and
+decision-making." For better or for worse, both of these forms of
+shorthand are common.
+
+For a given instance of play, the three modes are exclusive in
+application. When someone tells me that their role-playing is "all
+three," what I see from them is this: features of (say) two of the goals
+appear in concert with, or in service to, the main one, but two or more
+fully-prioritized goals are not present at the same time. So in the
+course of Narrativist or Simulationist play, moments or aspects of
+competition that contribute to the main goal are not Gamism. In the
+course of Gamist or Simulationist play, moments of thematic commentary
+that contribute to the main goal are not Narrativism. In the course of
+Narrativist or Gamist play, moments of attention to plausibility that
+contribute to the main goal are not Simulationism. The primary and not
+to be compromised goal is what it is for a given instance of play. The
+actual time or activity of an "instance" is necessarily left ambiguous.
+
+Over a greater period of time, across many instances of play, some
+people tend to cluster their decisions and interests around one of the
+three goals. Other people vary across the goals, but even they admit
+that they stay focused, or prioritize, for a given instance.
+
+*Developing Premise into practical form*
+Again, all three modes are social applications of the foundational act
+of role-playing, which is Exploration. Taking that into a social,
+role-playing circumstance, the people get more concrete about a shared
+Premise, and thus their decisions acquire a GNS focus of some kind. To
+play successfully, the members of the role-playing group must be, at the
+very least, willing to acknowledge and support the focused Premise as
+perceived by one another.
+
+The developed or focused Premise is no longer a noun ("vampire") or
+image, but has become a question, challenge, or provocative issue.
+
+Gamism and Narrativism each encompass a wide range of variation for
+Premise, including variations that differ drastically from one another.
+This is why "a Gamist," for instance, does not necessarily enjoy any and
+all Gamist play or have the same priorities as any and all other
+Gamist-oriented role-players. The same applies for Narrativism.
+Simulationism is a bit different in its details, but in its way also
+includes a wide range of variation and approaches to play; therefore the
+insight that not all Simulationist-oriented play is alike applies here
+as well.
+
+*Gamist Premises* focus on competition about overt metagame goals. They
+vary regarding who is competing with whom (players vs. one another;
+players vs. GM; etc), what is at stake, victory and loss conditions, and
+what particular sort of strategizing is being employed. Gamist play also
+varies widely in terms of what is and is not predictable (i.e.
+randomized), both in terms of starting positions and in terms of ongoing
+events.
+
+ * Can I play well enough such that my character survives the perils?
+ * Can I score more points than the other players?
+ * And much more, depending on the arrangement and organization of
+ the participants.
+
+The key to Gamist Premises is that the conflict of interest among real
+people is an overt source of fun. It is not a matter of upset or abuse,
+and it is certainly not a "distraction from" or "failure of" role-playing.
+
+ * A possible Gamist development of the "vampire" initial Premise
+ might be, Can my character gain more status and influence than the
+ other player-characters in the ongoing intrigue among vampires?
+ * Another might be, Can our vampire characters survive the efforts
+ of ruthless and determined human vampire hunters?
+
+*Narrativist Premises* focus on producing Theme via events during play.
+Theme is defined as a value-judgment or point that may be inferred from
+the in-game events. My thoughts on Narrativist Premise are derived from
+the book The Art of Dramatic Writing by Lajos Egri, specifically his
+emphasis on the questions that arise from human conundrums and passions
+of all sorts.
+
+ * Is the life of a friend worth the safety of a community?
+ * Do love and marriage outweigh one's loyalty to a political cause?
+ * And many, many more - the full range of literature, myth, and
+ stories of all sorts.
+
+Narrativist Premises vary regarding their origins: character-driven
+Premise vs. setting-driven Premise, for instance. They also vary a great
+deal in terms of unpredictable "shifts" of events during play. The key
+to Narrativist Premises is that they are moral or ethical questions that
+engage the players' interest. The "answer" to this Premise (Theme) is
+produced via play and the decisions of the participants, not by
+pre-planning.
+
+ * A possible Narrativist development of the "vampire" initial
+ Premise, with a strong character emphasis, might be, Is it right
+ to sustain one's immortality by killing others? When might the
+ justification break down?
+ * Another, with a strong setting emphasis, might be, Vampires are
+ divided between ruthlessly exploiting and lovingly nurturing
+ living people, and which side are you on?
+
+*Simulationist Premises* are generally kept to their minimal role of
+personal aesthetic interest; the effort during play is spent on the
+Exploration. Therefore the variety of Simulationist play arises from the
+variety of what's being Explored.
+
+ * Character: highly-internalized, character-experiential play, for
+ instance the Turku approach. A possible development of the
+ "vampire" premise in terms of Character Exploration might be, What
+ does it feel like to be a vampire?
+ * Situation: well-defined character roles and tasks, up to and
+ including metaplot-driven play. A possible development of the
+ "vampire" premise in terms of Situation Exploration might be, What
+ does the vampire lord require me to do?
+ * Setting: a strong focus on the details, depth, and breadth of a
+ given set of source material. A possible development of the
+ "vampire" premise in terms of Setting Exploration might be, How
+ has vampire intrigue shaped human history and today's politics?
+ * System: a strong focus on the resolution engine and all of its
+ nuances in strictly within-game-world, internally-causal terms. A
+ possible development of the "vampire" premise in terms of System
+ Exploration might be, How do various weapons harm or fail to harm
+ a vampire, in specific causal detail?
+ * Any mutually-reinforcing combination of the above elements is of
+ course well-suited to this form of play.
+
+The key to Simulationist play is that imagining the designated features
+is prioritized over any other aspect of role-playing, most especially
+over any metagame concerns. The name Simulationism refers to the
+priority placed on resolving the Explored feature(s) in in-game,
+internally causal terms.
+
+*Controversy: is that third box really there?*
+It has rightly been asked whether Simulationism really exists, given
+that it consists mainly of Exploration. I suggest that Simulationism
+exists insofar as the effort and attention to Exploration may over-ride
+either Gamist or Narrativist priorities.
+
+Some of the following examples refer to RPG rules and text; I am
+referring to people enjoying and preferring such rules and text (i.e.
+the people, not the game itself).
+
+Concrete examples #1: Simulationism over-riding Gamism
+
+ * Any text which states that role-playing is not about winning;
+ correspondingly, chastising a player who advocates a character
+ action perceived as "just trying to win." [This example assumes
+ that the text/game does not state story-creation as an alternative
+ goal.]
+ * Using probability tables in character creation to determine
+ appearance, profession/class, or race, based on demographics of
+ the community of the character's origin.
+
+Converse: Gamism over-riding Simulationism
+
+ * Characters teaming up for a common goal with no disputes or even
+ attention regarding differences in race, religion, ethics, or
+ anything else.
+ * Improving character traits (e.g. damage that may be taken) based
+ on the amount of treasure amassed.
+
+Concrete examples #2: Simulationism over-riding Narrativism
+
+ * A weapon does precisely the same damage range regardless of the
+ emotional relationship between wielder and target. (True for
+ RuneQuest, not true for Hero Wars)
+ * A player is chastised for taking the potential intensity of a
+ future confrontation into account when deciding what the character
+ is doing in a current scene, such as revealing an important secret
+ when the PC is unaware of its importance.
+ * The time to traverse town with super-running is deemed
+ insufficient to arrive at the scene, with reference to distance
+ and actions at the scene, such that the villain's bomb does blow
+ up the city. (The rules for DC Heroes specifically dictate that
+ this be the appropriate way to GM such a scene).
+
+Converse: Narrativism over-riding Simulationism
+
+ * Using metagame mechanics to increase the probability of task
+ resolution, with NO corresponding in-game justification. "Apply my
+ bonus die to increase my Charm roll," in which the bonus die is
+ not "will" or "endurance" or anything but an abstract pool unit.
+ * A player is chastised for claiming a PC motive that "stalls out"
+ story elements (conflict, resolution etc). Example: player A is
+ pissed off at player B, who has announced "I say nothing," in
+ certain interactive scenes, when player A is aware that the PC's
+ knowledge would be pivotal in the scene.
+ * Using inter-player dialogue and knowledge to determine character
+ action, then retroactively justifying the action in terms of
+ character knowledge and motive. "You hit him high and I'll hit him
+ low," between players whose characters do not have the opportunity
+ to plan the attack. [This example could also apply to Gamism
+ over-riding Simulationism; the two are quite similar.]
+
+In conclusion, Simulationism exists as an established, real priority-set
+of role-playing, with its own distinctive range of decisions and goals.
+
+*Controversy: "But I'm story-oriented"*
+A great deal of intellectual suffering has occurred due to the linked
+claims that role-playing either is or is not "story-oriented," and that
+one falls on one side or the other of this dichotomy. I consider this
+terminology and its implication to be wholly false.
+
+"Story" may simply mean "series of caused events," in which case the
+issue is trivial. However, most of the time, the term is more specific.
+More specific meanings of "story" may be involved in role-playing in a
+variety of ways. Narrativism is a no-brainer in this regard, as it is
+defined by the metagame attention to creating a story of critical merit
+(i.e. "good"). But story-creation and its elements are certainly
+possible, although not prioritized, in both of the other modes. Most
+generally, there are (1) forms of Simulationist play with a strong
+Situation focus, which provide a story for the participants to imagine
+being in; and (2) forms of Gamist play in which dramatic outcomes are
+the stakes of competition, which produces story as a side-effect of that
+competition.
+
+More specifically, to observers who are not considering goals and
+decisions of play, the following three, very distinct sorts of play are
+superficially similar and often confounded.
+
+ * Narrativist play with a Setting-driven Premise.
+ * Simulationist play in which Situation is being preferentially
+ Explored, perhaps with an elaborate published metaplot in the form
+ of short stories or novels.
+ * Gamist play in which Drama mechanics (see the fourth chapter) are
+ used as a strategy-element, making use of a complex set of
+ circumstances, Setting and Situation) for material.
+
+Similarly, the same confoundment may occur regarding the following
+(which share regions of potential overlap with the three above in terms
+of "story," as well):
+
+ * Narrativist play with a Character-driven Premise.
+ * Simulationist play in which Character and Situation are being
+ Explored.
+ * Gamist play in which Character improvement or other development is
+ at stake, and character behavior or attitudes are limiting factors.
+
+Story-stuff and/or character stuff is so important to all these
+approaches that the differences in processes and point of role-playing
+are easy to miss, or, disastrously, easy to deny. Three people
+attempting to role-play with one another in a vampire-character game,
+but each representing one of (say) the first three perspectives, are
+going to have a hard time, even if they assured one another that they
+were fully committed to "the story." How and why the difficulties arise
+are discussed throughout the remainder of the essay.
+
+*Misunderstandings of GNS*
+By far and away, the worst misunderstanding of GNS, with the worst
+consequences, arises from synecdoche, confounding the part with the
+whole and vice versa. (I'll use Simulationism as my stand-in term, but
+any of the modes could be named here.)
+
+ * Mistaking the whole for the part, within a mode: claiming that any
+ Simulationist-oriented person must enjoy all Simulationist play.
+ * Mistaking the part for the whole, within a mode: claiming that a
+ particular sort of Simulationism is Simulationism (and nothing
+ else is).
+ * Mistaking the whole for the part, for all of role-playing:
+ claiming that in role-playing at all, one must be engaged in
+ Simulationism somehow.
+ * Mistaking the part for the whole, for all of role-playing:
+ claiming that a particular sort of Simulationism is role-playing
+ (and nothing else is).
+
+Synecdoche may be committed by someone who has recently or imperfectly
+learned some GNS vocabulary, who in his enthusiasm is disrespectful to
+modes of play besides his favorite. However, it is also tremendously
+widespread among those role-players who do not know, or even who
+disparage, a critical approach to the activity, but commit synecdoche
+using terms like "realistic" or "story." In either case, this fallacy is
+disastrous. It results in bad feelings, fizzled games, and rejection of
+role-playing.
+
+Other common misunderstandings of GNS include:
+
+ * Ascribing any sort of geometric shape or variable-space to these
+ terms. Such ideas are often interesting but they are not formally
+ part of the definitions. (For instance, there is no such thing as
+ a "GNS Triangle.")
+ * Confounding Simulationism with the term "realism." Much of
+ Simulationist play and game design has indeed focused on
+ generating realistic outcomes, but this is a historical subset of
+ the mode rather than part of the mode's definition.
+ * Stating "see what happens" as the definition for any of the modes.
+ All role-playing is about "seeing what happens." This is a good
+ example of whole-for-the-part synecdoche.
+ * Mistaking the shorthand of "He's a Narrativist" (or either of the
+ others) for a limiting statement that the person is incapable of
+ any other mode of play.
+ * Mistaking any of the listed elements for one of the modes, e.g.,
+ such that attention to character must be Narrativist, or attention
+ to setting must be Simulationist, or attention to system must be
+ Gamist.
+ * Projecting judgment and value-judgments into the terminology, such
+ that the speaker or listener perceives one of the goals to be
+ placed higher or better than the others. Gamist play, for
+ instance, is often unfairly marginalized.
+ * Perceiving the terms' purpose as a means to classify game design.
+ They are used relative to game design, but again as shorthand:
+ calling an RPG a "Narrativist design," for instance, really means
+ "This RPG's content facilitates Narrativist play."
+ * Failing to understand the terms' actual purpose: to enable people
+ to enjoy their role-playing more.
+
+Note: "synecdoche" is pronounced "sin-ECK-doe-key." Think Schenectady
+and vasectomy. If you can make a good limerick out of these three words,
+I'll give you a prize.
+
+</articles/4/>
+*_Chapter Three: Stance_*
+
+Chapter Two was about what a person wants out of role-playing; this
+material is about specific acts and moments of role-playing, that is,
+what a person does. *Stance* is defined as how a person arrives at
+decisions for an imaginary character's imaginary actions.
+
+ * In *Actor* stance, a person determines a character's decisions and
+ actions using only knowledge and perceptions that the character
+ would have.
+ * In *Author* stance, a person determines a character's decisions
+ and actions based on the real person's priorities, then
+ retroactively "motivates" the character to perform them. (Without
+ that second, retroactive step, this is fairly called *Pawn* stance.)
+ * In *Director* stance, a person determines aspects of the
+ environment relative to the character in some fashion, entirely
+ separately from the character's knowledge or ability to influence
+ events. Therefore the player has not only determined the
+ character's actions, but the context, timing, and spatial
+ circumstances of those actions, or even features of the world
+ separate from the characters.
+
+In most of the stance-discussions, we've considered players rather than
+GMs because the player:character relationship is usually 1:1 and very
+intimate. I think that GMs employ stance too, however, that discussion
+awaits development.
+
+*Stance and GNS*
+Stance is very labile during play, with people shifting among the
+stances frequently and even without deliberation or reflection.
+
+Stances do not correspond in any 1:1 way to the GNS modes. Stance is
+much more ephemeral, for one thing, such that a person enjoying the
+Gamist elements and decisions of a role-playing experience might shift
+all about the stances during a session of play. He or she might be
+Authoring most of the time and Directing occasionally, and then at a key
+moment slam into Actor stance for a scene. The goal hasn't changed;
+stance has.
+
+However, I think it's very reasonable to say that specific stances are
+more common in some modes/goals of play. Historically, Author stance
+seems the most common or at least decidedly present at certain points
+for Gamist and Narrativist play, and Director stance seems to be a rarer
+add-on in those modes. Actor stance seems the most common for
+Simulationist play, although a case could be made for Author and
+Director stance being present during character creation in this mode.
+These relative proportions of Stance positions during play do apparently
+correspond well with issues of Premise and GNS. I suggest, however, that
+it is a given subset of a mode that Stance is facilitating, rather than
+the whole mode itself. Some forms of Simulationism, for instance, may be
+best served by Director Stance, as opposed to other forms which are best
+served by Actor Stance. Similarly, some forms of Narrativism rely on
+Actor Stance at key moments.
+
+Consider the previous example of a group who has arrived at the
+agreement to role-play a vampire-character game, with three members who
+have radically different GNS and Premise approaches but share a
+superficial commitment to "story," undefined. What sort of Stances might
+be most common during play, from each of them? (In this example, each
+person represents one possible approach within each of the modes, and
+does not represent the entirety of a mode.)
+
+ * One player is interested in competing, using his or her
+ real-person influence and strategizing about dramatic outcomes to
+ "score higher" than the other players, so he or she spends a lot
+ of time in Author/Pawn Stance.
+ * Another is interested in experiencing and Exploring the nuances of
+ the story as it is presented from an external source (perhaps a
+ sourcebook and/or a GM), and spends a lot of time in Actor Stance.
+ * The third is interested in generating climactic and
+ conflict-resolving moments derived from his or her character's
+ decisions, and so those decisions are most likely going to be
+ determined from Author Stance (but not Pawn).
+
+Conflicts may well arise among these players as their decisions
+regarding their characters and expectations of one another disrupt the
+various goals. Stances and their impact on both the outcomes and
+experiences of play may be understood as part of the mechanisms of
+achieving GNS goals.
+
+Let us take pity, though, and suggest that they do happen to share
+enough Stance preferences, of some sort. They don't have to be exactly
+alike! Getting the most out of a GNS mode of play does not mean cleaving
+unswervingly to a Stance, but arranging Stances relative to specific
+types of scenes, decisions, and moments of play. Again, speaking
+historically rather than by definitions,
+
+ * A Gamist approach to Stances usually involves preserving the
+ Author-power of Pawn Stance in competitive situations, such that
+ the player is not hampered in the range of possible options.
+ * A Narrativist approach to Stances usually involves keeping Actor
+ Stance confined to limited instances, such that Author and
+ Director Stances may generate a lot of metagame impact on the
+ storyline.
+ * A Simulationist approach to Stances usually involves designating
+ when Actor Stance, the default, may be exited.
+
+So our vampire-interested players may take individualized approaches to
+Stance within one of these goal-orientations (or some other
+GNS-reinforcing conformation). Insofar as those differences facilitate
+similar goals, and hence cannot be too different in the crucial
+instances of play, all is well.
+
+*Misunderstandings and complications*
+A great deal of attention and rhetoric is devoted to "in-character"
+(*IC*) and "out-of-character" (*OOC*) role-playing, but I think that
+this topic is not related to Stance. IC role-playing, at its most
+literal, means that the role-player is using first-person diction to
+communicate the character's actions, and OOC role-playing means that he
+or she using third-person diction. However, that issue and the
+decision-making aspects of the Stance issue do not precisely correspond.
+Otherwise-excellent discussions and guidelines can be derailed or
+muddied by this problem. In the text of Nobilis, for instance, IC/OOC
+terminology is consistently used to indicate, as far as I can tell,
+Actor vs. Author Stance.
+
+Another common misunderstanding of Actor Stance is to confound it with
+"acting" in the histrionic, communicative sense - using a characteristic
+voice, gestures, and so on. The communicative and demonstrative aspects
+of "acting" are not involved in Actor Stance at all, which only means
+that the player is utilizing the character's knowledge and priorities to
+determine what the character does.
+
+Taking the above two points together, Actor Stance may be seen in the
+most technical-realist style play (which may use entirely third-person
+diction) as well as in the most channel-the-PC Turku play (which may use
+entirely first-person, in-character-voice diction).
+
+*Immersion* is another difficult issue that often arises in Stance
+discussions. Like "realism" and "completeness" and several other terms,
+it has many different definitions in role-playing culture. The most
+substantive definition that I have seen is that immersion is the sense
+of being "possessed" by the character. This phenomenon is not a stance,
+but a feeling. What kind of role-playing goes with that feeling? The
+feeling is associated with decision-making that is incompatible with
+Director or Author stance. Therefore, I suggest that immersion (an
+internal sensation) is at least highly associated with Actor Stance.
+Whether some people get into Actor stance and then "immerse," or others
+"immerse" and thus willy-nilly are in Actor stance, I don't know.
+The term Audience Stance has been proposed elsewhere, but at this point
+I am not convinced that the phenomenon exists. It remains as a potential
+topic for discussion.
+
+</articles/5/>
+
+*_Chapter Four: The Basics of Role-Playing Design_*
+
+System, system, system. Or more appropriately, design, design, design.
+The listed elements in Chapter One (character, situation, color,
+setting, system, initial premise) may be organized to facilitate greater
+*coherence* in Chapters Two (GNS, developed Premise) and Chapter Three
+(Stance), and thus to facilitate more enjoyable play. This principle is
+often summarized in the catch-phrase, "System does matter."
+
+By "coherence," I mean the degree to which a group of people can hit
+upon and sustain a shared Premise (or topic for Exploration, in
+Simulationist play) - and by definition, continue to enjoy the social
+role-playing activity consistently. The people do not need to agree in
+every detail or event of play, and they certainly do not have to conform
+to a single, immutable Stance or GNS profile. However, to role-play
+together most successfully, their shared agreements do need to go beyond
+simply sharing the initial Premise. To whatever extent they do this,
+they are cohering.
+
+At the last check-in, our vampire-friends have turned out to be a
+coherent bunch. Now their attention turns to the actual, physical item
+called the role-playing game. What is in it?
+
+This chapter is devoted to a lexicon for discussing the mechanical
+components of role-playing, in the service of eventually addressing how
+design affects coherence in the following chapter. I see two
+interrelated elements of design: *Character* and *System*.
+
+*Character*
+This terminology is intended to dissect out the procedural components of
+the imaginary entity called "my character." The idea is to form a basis
+for character creation that is integrated with the game's general design
+goals, whatever they may be.
+
+As I see it, there are three very large components to a character. I
+also think they always apply; in other words, role-playing necessarily
+demands all of the three to exist. Design, on the other hand, sometimes
+leaves one or more unstated, in which case the missing elements are
+overtly or covertly inserted during play.
+
+*Effectiveness* includes any numbers which are used to determine success
+or extent of an action. In Fortune-based systems, these include the
+familiar to-hit, skill success, damage rolls, and anything like these.
+In Karma-based systems, it would be the basic values, e.g. Everway's
+Element scores or Amber's attribute scores; in Drama-based systems,
+Effectiveness is governed by rules of dialogue. (See below for
+discussions of Fortune, Karma, and Drama.)
+In looking over a character's Effectiveness material, you get an idea of
+their "niche" or sphere of influence, what they're good at and what they
+aren't.
+
+Effectiveness is often "layered." In discussing Effectiveness, one needs
+to be careful to distinguish between the actual value and the means by
+which it is derived, because often a step of the process is named
+instead of the Effective value itself. For instance, the points spent on
+basic attribute scores in Champions pass through an exchange rate, such
+that three points result in one more unit of Dexterity. Furthermore, the
+Dexterity score itself passes through a division by three or five, and
+in some cases an addition of 11 as well, in order to arrive at a value
+that is actually used in play (an Effective value).
+
+In contrast, a non-layered Effectiveness value is determined, recorded,
+and used as such without derivation. The scores for Earth, Air, Fire,
+and Water in Everway are divided up from 20 points or less, and they are
+used at their respective values during play. The score for Focus is set
+from 1 to 10 when making up a character in Zero, and that value is used
+as such during play. Three descriptions of a puppet's abilities ("This
+puppet can shout really loud") in Puppetland are determined during
+character creation and are used without modification during play.
+
+*Resource* includes any available usable pool upon which Effectiveness
+or Metagame mechanics may draw, or which are reduced to reflect harm to
+the character. The obvious ones are Endurance, Sanity, or Hit Points (or
+even "lives" in frequent-resurrection games), but this category also
+includes breadth and depth of spell knowledge, for instance, or even the
+character's cash resources. Experience points, in some system, act as a
+resource for certain mechanics.
+In looking over a character's Resource material, you get an idea of how
+tough, (un)stoppable, and "fueled" they are.
+
+*Metagame* includes all positioning and behavioral statements about the
+character, as well as player rights to over-ride the existing
+Effectiveness rules. Thus it includes stuff like relationships
+("Hunteds" in Champions) and limitations on behavior (Psychological
+Disadvantages, alignment), as well as *metagame mechanics*, like Trouble
+or Luck Points or what-have-you, which permit re-rolls or other
+overrides of the baseline resolution system. Clearly, material within
+metagame may directly affect Effectiveness and Resource, as with Trouble
+giving bonus dice in Orkworld, or in other games it does not, as with a
+Code Vs. Killing in Champions being taken to limit a character's actions
+without a formal effect on any other mechanics of play.
+Metagame issues are intimately related to *Balance of Power*, which is
+defined as the relative degrees to which players and GMs are privileged
+to have an impact on the events of play. In looking over a character's
+metagame material, you get an idea of the behavioral parameters within
+which the player is at least nominally committing to stay, and the
+rights to over-ride the system via metagame mechanics.
+
+Regarding all three components, named features on character sheets may
+find themselves in one or another category from game to game. Money, for
+example, is a Resource in a game of GURPS, an Effective value in Call of
+Cthulhu, and Metagame in Champions 3rd edition.
+
+*Currency among the three character components*
+*Currency* represents the relationship among the three components, both
+during character creation and during play. Its name comes from the
+observations that (1) "amounts" may be shifted and exchanged within and
+across the three components during character creation, and (2) that
+features or use of one category may have an impact on the use of the
+others during play.
+These exchange mechanisms among the three categories may or may not be
+overt (e.g. a system of points to spend). We can look at two different
+RPGs and compare how the three categories are distributed, and under
+whose control.
+
+Character creation varies tremendously across role-playing games. We see
+tons of methods, distributed in tons of ways even within single games:
+random vs. point-allocation, layered vs. not-layered, explicit vs.
+implicit currency, fixed vs. flexible relationship among the three
+elements, and more. I do not claim that there is any one best way. I do
+think that most character-creation design has been imitative and
+tweak-oriented, rather than conceptually integrated with any general
+goal of the RPG's design. I also think that certain designs are
+fundamentally flawed, at least for specific modes of play; my
+attributes/skills argument is an example.
+
+Some games are practically defined by the open spendability of an overt
+currency, e.g. GURPS. Others are fixed solid as rocks among and within
+the categories, e.g. D&D of whatever vintage. "Class," for instance,
+usually refers to a specific way to affix currency among the categories;
+having different classes means standardizing different "nodes" of
+currency combinations.
+
+Looking across RPG designs, I see that many games permit "trading" both
+within and between the categories during character creation, often with
+a rate of exchange.
+
+ * If you drop your Strength, you can buy up your Dexterity or if you
+ drop your Strength, you have more points to buy skills. These
+ examples remain within the general category of Effectiveness.
+ * If you drop your Strength, you can buy up your Endurance or Hit
+ Points or whatever. This would be crossing categories from
+ Effectiveness to Resource, as would be increasing your Luck Points
+ at the expense of points for abilities.
+
+I suggest that such trading (with or without an overt, generalized
+Currency) is fraught with peril, for two reasons. The first is the
+existence of breakpoints of Effectiveness, and the second is that
+soybean trading is almost impossible to avoid. Both of these are greatly
+heightened when the mathematics of character creation include ratios.
+
+Here's an example of breakpoints: effectiveness in Champions is largely
+based on division of scores, like 1/3 of your DEX or 11 + STR/5, or
+stuff like that. Therefore breakpoints are crucial - everyone ends up
+with DEX of 20, 23, or 26, for instance; any other score is only
+minimally useful and wastes points that could be spent better elsewhere.
+
+Soybean trading occurs most often when "derived attributes" are
+involved. The famous Champions trick is certainly familiar to many of
+us: buy up your STR (1:1) and END (1:0.5), which automatically raises
+your REC 1 point. Now buy down your REC, which gives 2 points back. Net
+gain: 0.5 points. Do this 10 times, and your gross is 10 points of STR,
+20 points of END, and 5 points of pure profit.
+
+Currency applies during play as well as during character creation. At
+the most obvious, the expenditure or loss of Resources may affect
+Effectiveness, as when one runs out of spell points or when damage
+accumulates such that ability scores are reduced. Metagame may be
+similarly affected by Resources, as when one must draw upon a point pool
+in order to re-roll dice, and that pool is used up. More subtly,
+multiple other relationships occur in multiple RPGs, such as a
+Meditation ability that permits recharging a Resource more rapidly.
+
+Currency is also related very intimately to Reward System and (for lack
+of a better term) Punishment System, because these feed back into the
+elements of Currency at every moment during play. Improvement processes
+are a common sort of Reward System, but not the only kind; damage and
+death for the character are a common sort of Punishment System, but not
+the only kind.
+
+Reward systems have been very deeply researched by me, but they await a
+rigorous discussion, as the baseline concepts of GNS, Stance, and the
+components of Currency must all be integrated. Some of the issues include:
+
+ * What is being rewarded? Attendance? Role-playing per se? Player
+ actions? Outcomes of conflicts? In-game moments?
+ * Who is being rewarded, the player or the character?
+ * Are reward systems necessary? At what scopes or time-frames of
+ play are they more or less important?
+ * If we are talking about character improvement, how does it
+ proceed? Linearly or exponentially? If exponentially, is the
+ exponent positive or negative?
+ * Do changes in the values and aspects of the character affect the
+ exchange rate of Currency itself?
+
+Given the astounding importance of Currency among the various components
+of Character, designers of role-playing games would do well to consider
+all of the following.
+
+ * What the three categories are.
+ * All of them do exist in the act of "playing" a character.
+ * How, when, or if exchange is involved among the categories, which
+ is to say, not just among the "named items" on the sheet.
+ * Subdivisions, nuances, and layering within each one.
+
+Unfortunately, I think that many RPG designers were and are flying
+entirely by the seat of their pants. Their attention was on in-game
+named elements like "strength" and "percent to hit" rather than
+Effectiveness. Such an approach to character design allows latitude for
+all sorts of emergent properties, such as the point-mongering in
+Champions or the mini-maxing in most late 80s games, or any number of
+other "take-over" elements of play that subvert the stated goals of the
+design.
+
+I think that a more fundamentals-based approach to the design process
+would yield less problems of this kind. Without a vocabulary of the
+fundamentals, we'll end up with endless permutations of the same
+currency-mismatches and confusions with nearly every "new" game. In
+fact, that's exactly what we do have.
+
+*System*
+RPG resolution systems are a daunting topic, and the following is
+limited only to the broadest issue, Event Resolution.
+
+For Event Resolution, the relevant terms are Drama, Fortune, and Karma
+(often called DFK). These terms describe the mechanical and social
+means, among the real people, by which an imaginary action or event is
+determined to occur.
+
+ * *Drama* resolution relies on asserted statements without reference
+ to listed attributes or quantitative elements.
+ * *Karma* resolution relies on referring to listed attributes or
+ quantitative elements without a random element.
+ * *Fortune* resolution relies on utilizing a random device of some
+ kind, usually delimited by quantitative scores of some kind.
+
+Each one of Drama, Karma, and Fortune deserves massive dissection. My
+on-line discussion of Fortune-in-the-Middle as a facilitator of
+Narrativist play is a good example; so is my comparison of flat/linear
+curves with separate/incorporate effects.
+
+These three types of resolution may be combined in a near-infinite
+variety across the various elements of RPG design; few or no RPGs fail
+to make use of at least two of them. I also claim that they may be
+combined in near-infinite variety across the various GNS goals. No
+particular one of them corresponds to any (entire) one of the GNS goals.
+Most importantly, I do not think that Drama methods necessarily
+facilitate Narrativist play. However, I do suggest that a game system
+may be organized such that a GNS subset and developed Premise are more
+understandable; this topic is developed further in the next chapter.
+
+Resolution systems often include metagame mechanics, as mentioned above,
+which permit a player to over-ride the "usual" resolution system of the
+game. These are found in a wide variety of combinations in functional
+terms as well as DFK terms.
+
+ * The over-ride may occur before, after, or in place of the regular
+ system mechanic.
+ * The over-ride may or may not rely on resources of some kind.
+ * The over-ride's version of DFK may mirror the usual system's
+ version of DFK, or it may differ dramatically.
+
+Example #1: a certificate in Prince Valiant may be redeemed (lost) for a
+player to state that the character instantly subdues an opponent. The
+mechanic replaces the usual resolution system (comparing tossed coins),
+which is simply ignored. This illustrates a Drama metagame mechanic
+replacing a Fortune baseline mechanic and relying on an irreplaceable
+Resource.
+
+Example #2: a bonus die in Over the Edge may be added to a player's
+roll, increasing the chance of success. The die is not permanently lost,
+but may not be used again during the same session. This illustrates a
+Fortune metagame mechanic added into a Fortune baseline mechanic,
+relying on a replaceable Resource.
+
+By definition, the character's role in the "decision" side of the
+over-ride is retroactive, and therefore the very existence of metagame
+mechanics is linked to Author or Director stance.
+
+*Switches and dials*
+The organization of the components of resolution, considering both
+Character and System together, may be thought of as *switches* and
+*dials*. Switches are discrete elements (values or terms) of the
+character that are set in place; they may have different settings but
+once set they are fixed. Dials are continuous elements (values) that may
+vary from high to low along a range. Switches and dials may be
+completely separate, or they may contain one another as well.
+
+Most character creation methods that include classes or clans, or that
+involve picking one item each from two lists, are utilizing large-scale
+switches, in which smaller dials are embedded. By contrast, most
+character creation systems that include a pool of points which may be
+freely distributed about options are utilizing a large-scale dial, in
+which smaller switches (e.g. behavioral limitations) are embedded.
+Plenty of other possibilities, as well as overlaps between these two,
+are in evidence as well. I am happy to provide examples as part of an
+ongoing discussion.
+
+(In either case, the method of "setting" may be either through personal
+choice or through randomized methods; for purposes of the current
+discussion, it doesn't matter which.)
+
+In looking at the diversity across RPGs, one may contrast what's held
+constant and what's permitted to vary, during character creation. What
+elements affect one another during play? What pieces may trade among one
+another during character creation? Even more fun is the hidden stuff,
+such as how Drama methods ("saved actions") are employed to change the
+order of action in the middle of combat resolution in an otherwise
+highly Fortune-driven system, or when Metagame (calling attention to
+another player's character's "alignment") is used to limit a
+competitor's options.
+
+I think that we are nowhere near arriving at a meaningful taxonomy for
+understanding how these combinations are organized across existing and
+potential RPGs, and furthermore that the discussion is long overdue. The
+following chapter begins a discussion of how the combinations relate to
+Premise and GNS.
+
+*Even more stuff to discuss later*
+The following topics have all been researched by me across the vast
+majority of role-playing game designs since the invention of the hobby.
+Some of them have been broached in public forums, and others have not. I
+have avoided discussing them to any depth, given the general lack of
+understanding of the foundational principles of this essay, but I would
+very much like to develop them in the future.
+
+ * The relationship among announcing an intended action, initiating
+ but not completing an action, determining the completion of the
+ action, and determining the effects of an action.
+ * The order in which the above events are conducted by the real
+ people, rather than by the in-game causality. This general
+ principle is illustrated in a local way by the
+ Fortune-in-the-middle concept.
+ * Search time and handling time, as defined in my essay "System Does
+ Matter."
+ * Probabilities in general, including issues of flat vs. linear
+ curves, separate vs. incorporated effects, replacement vs.
+ non-replacement results, and more. This discussion would include
+ the interesting sub-topic of the critical and fumble concepts.
+ * Target number methods in contrast to opposed-resolution methods.
+ * Task vs. conflict resolution; i.e, what precisely is being
+ determined by a unit of effort (system) by the participants. This
+ issue is central to the design of many Narrativist-facilitating
+ games, but could well be developed, in distinct ways, across all
+ three modes.
+ * Scene resolution vs. action resolution, which is not the same as
+ task vs. conflict resolution. Scene resolution first appeared as a
+ Gamist device in Tunnels & Trolls, disappeared from design
+ philosophy for over a decade, then was resurrected as a
+ Narrativist device in Story Engine.
+ * Distinctions among systems for symbolically-significant actions
+ (e.g. magic), as well as between them and systems for mundane
+ actions.
+
+*A popular misunderstanding*
+The term "diceless" entered the role-playing lexicon with the appearance
+of the revolutionary RPG Amber, but it almost instantly acquired nuances
+of meaning far beyond its literal content. Dicelessness has been
+associated with story-orientation (so-called), with creativity, with
+"mature" abnegation of "power-gaming," and generally with anything that
+the user of the term happens to like and in which dice are not involved.
+This use of the term is nothing more nor less than a value judgment and
+is properly ignored.
+
+Even more confusingly, the term seems to be applied across extremely
+different things in the text of role-playing games. To call Amber or
+Puppetland diceless is literally correct, and it happens to correspond
+with their reliance on Karma and Drama methods; however, to call Castle
+Falkenstein diceless is literally correct but functionally meaningless,
+as its system is wholly Fortune-based. The text in the game undergoes
+many gyrations to extoll the nuances that cards bring to role-playing,
+but the fact remains that its card system is a Fortune system. The text
+of Everway, on the other hand, openly acknowledges that its optional
+card use is also the game's Fortune component.
+
+And most importantly, I see no particular reason to associate
+"dicelessness" or even the lack of any Fortune methods with Narrativism.
+Again, and as discussed in more detail in the following chapter, the
+range of DFK variants and combinations within each of Gamism,
+Narrativism, and Simulationism is very broad. The otherwise excellent
+game Theatrix mistakenly identifies the lack of dice with a heightened
+focus on story creation, and this patently absurd identification spread
+rapidly through role-playing culture in the early 1990s.
+
+*Where's our vampires?*
+The example used so far has taken a brief rest for this chapter, because
+the players are making the horrendous mistake of buying, without
+consideration of any technical issues presented so far, the most widely
+advertised, best-illustrated RPG available - that is, strictly on the
+basis of Color. Their fate will be presented in the next chapter.
+
+</articles/6/>
+
+*_Chapter Five: Role-playing Design and Coherence_*
+
+This chapter investigates how role-playing design is involved in
+facilitating or inhibiting coherence. I think that all three modes of
+play have been present in role-playing since its invention in the 1970s.
+But design is a different issue. Because most of the history of RPG
+design proceeds from variation among what already exists, with changes
+usually appearing in discrete features rather than in foundational
+principles, the priorities and goals facilitated by the designs show
+extremely recognizable trends.
+
+It may fairly be asked, how can GNS be applied to design features, when
+few if any RPG designers know about it, or even care? I use a physics
+analogy: prior to the insights of Newtonian physics, bridges could be
+built. Some of them were built rather well. However, in retrospect, we
+are well aware that in order to build the bridge, the designer must have
+been at the very least according with Newtonian physics through (1)
+luck, (2) imitation of something else that worked, (3) use of principles
+that did not conflict with Newtonian physics in a way that mattered for
+the job, or (4) a non-articulated understanding of those principles. I
+consider the analogy to be exact for role-playing games.
+
+Therefore, the theory-principles or stated intent of the designer, if
+any, are irrelevant to the analysis of the RPG designs. For instance,
+John Wick had no interest in GNS or any other theory when writing
+Orkworld. However, he has a keen sense of practical role-playing and a
+clear vision of the "ways" he envisioned Orkworld play to proceed. In
+order to produce that game, he utilized and developed principles of
+Narrativism, metagame mechanics, and focused Premise on Character and
+Situation, precisely as outlined in the theory. He just did not
+articulate them overtly.
+
+In terms of design, the issue is incoherence, defined here as failure to
+permit any Premise (or any element of Exploration) to be consistently
+enjoyed. I think that any and all RPG designs have some identifiable
+relationship with the GNS modes, out of the following possibilities.
+
+ * Focused: the design facilitates a specific, identifiable Premise
+ (or area of Exploration).
+ * Semi-adaptable: the design is at least compatible with more than
+ one Premise and/or Exploration across GNS goals. (Whether this
+ category even exists, or whether it merely reflects correctable
+ incoherence, is debatable.)
+ * General: the design facilitates a specific mode, but permits a
+ range of Premises or Explorations within that mode.
+ * Kitchen sink: the design utilizes layers and multiple options such
+ that any specific point of play may be customized to accord with
+ GNS goals. (This design often ends up being a general
+ Simulationist one, however.)
+ * Incoherent 1: the design fails to permit one or any mode of play.
+ In its most extreme form, the system may simply be broken - too
+ easily exploited, or internally nonsensical, or lacking meaningful
+ consequence, to pick three respective possibilities for Gamism,
+ Simulationism, and Narrativism.
+ * Incoherent 2: more commonly, the design presents a mixed bag among
+ the modes, such that one part of play is (or is mostly)
+ facilitating one mode and other parts of play facilitate others.
+
+In terms of actual play, yes, one "can" bring "any" GNS focus to "any"
+RPG - but I argue that in most cases the effort and informal redesign to
+do so is substantial, and also that the effort to keep focused on the
+new goals as play progresses is even more substantial. This chapter
+discusses why that effort needs to be there at all.
+
+Throughout this chapter, cut me some slack on the terminology. Saying
+"Gamist design" or "Gamist RPG," is a short way of saying, "RPG design
+whose elements facilitate, to any recognizable degree, Gamist priorities
+and decision-making."
+
+*Design and Premise*
+Facilitating a metagame concern (a developed Premise) differs greatly
+from Exploring a listed element as a priority. To address a Premise, the
+imaginary, internal commitment to the in-game events must be broken at
+least occasionally during play, to set up and resolve the issues of
+interest in strictly person-to-person terms. To Explore the topic in the
+Simulationist sense, breaking the imagined, continuous in-game causality
+is exactly what to avoid. The at-first attractive idea that a system
+could easily encompass, say, Character-based Premise and prioritized
+Character Exploration is actually utterly unworkable.
+
+To illustrate this principle, let's take just one aspect of role-playing
+design: the terms and qualities used to denote a character. How are
+these things involved in Premise or focused Exploration?
+
+Facilitating Simulationism is all about Exploring the designated
+element(s). The most important priority is that the stated features
+express linear, in-game-world causality. That is why the most prevalent
+version of Simulationist character design relies on Nature-Nurture
+distinctions, using layered qualities, for a large number of attributes
+and abilities. Other sorts of Simulationist design may employ different
+methods, but the commitment to in-game, linear causality remains the
+priority.
+
+Facilitating Narrativism relies on bringing specific Premise and the
+ability to have an impact on it into the foreground, over and above any
+"descriptive" or "explanatory" elements. Distinctions between attributes
+and skills, for instance, is irrelevant. A big tough fighter and a small
+lithe fighter may well be described, in game terms, with a single
+identical "fight" value, perhaps modified retroactively during play for
+especially-appropriate situations. A character may have features for
+completely metagame concerns, such as "plot points" or similar things.
+
+Facilitating Gamism is a matter of knowing what is relevant to the
+stakes, competition, and conditions of victory or loss. Features of a
+character are either complicators or focusing points of the character's
+strategic possibilities. (Side note: Gamist character design may be very
+complex, in which the complication is itself part of the competitive
+arena, or it may be very streamlined if the competition concerns other
+issues.)
+
+Rules regarding both Character and System also facilitate a GNS goal by
+facilitating (or even demanding) particular Stances. For instance, an
+explicit metagame mechanic automatically entails using Author or
+Director stance, whereas a Psychological Limitation of the
+GURPS/Champions tradition automatically entails using Actor stance to
+some degree. Secondarily, these Stance-directing mechanics affect GNS
+focus.
+
+As always, synecdoche confounds the issue. Historically, certain
+combinations of DFK and Character building, with their attendant impact
+on Stance and GNS, have become so entrenched that many people actually
+identify them as "how role-playing is done," without realizing the range
+of design that they are missing.
+
+*RPG design and GNS, historically*
+Pending a really good history of role-playing games, this brief and
+GNS-based summary will have to do. Arising as it did from wargaming in
+the middle 1970s, the earliest RPG design reflected its Gamist +
+Simulationist roots. However, within a year, design philosophies split
+very fast across a brief Renaissance of largely-forgotten games that
+spanned nearly all of the GNS spectrum, and then two trends "settled
+out" to remain stable until the early 1990s.
+
+The first of these trends was an ongoing series of imitations of
+post-tourney D&D, with its halting and incoherent mix of Gamism and
+Simulationism. The second was a development of Simulationist principles
+in several trajectories, based on different models, including the
+following.
+
+ * The RuneQuest system from the Chaosium (extremely coherent,
+ emphasizing System and Setting), developing both in the series of
+ games from that company as well as in its imitators.
+ * The interesting mutual relationship between four editions of
+ Champions and effectively two of GURPS (moving from incoherent to
+ coherent, emphasizing System), which provides the model for the
+ vast majority of new games.
+ * The AD&D 2nd edition (mainly incoherent, emphasizing Setting and
+ Situation), developing in the huge setting-based proliferation of
+ TSR products into the early 1990s, as well as in a host of
+ small-press imitators.
+
+Around 1990, first Narrativist-facilitating methods became widely
+established, and then full-bodied Narrativist games appeared in 1994.
+About five years later, simultaneous with the appearance of innovative
+competitive games (not RPGs, but rather Cheapass Games), overtly Gamist
+RPGs appeared.
+
+(A fascinating story of economics and industry hassles underlies this
+history, but I regretfully have to stay on-topic. Another time.)
+
+Or to put it another way, RPG design through most of the hobby's history
+has been largely devoted to Simulationist priorities. This is not to say
+that the full range of this mode has been represented or all of its
+potential developed.
+
+The sub-set of Simulationism most fully developed during the 1980s was
+"realist" (a form of Situtation) and "genre-faithfulness" (System with
+strong and various other co-emphases). Some conventions of these
+approaches include identifying Fortune methods with the imaginary
+physics of the setting and a commitment to extensive search and handling
+times. The sub-set developed later used the previous one as a
+foundation, but lightened the details and concentrated on Character,
+Setting, and Situation in its most external form of published metaplot,
+as a determinant of large-scale events during play.
+
+Quite a lot more has occurred in Simulationist design, of course. Not
+surprisingly, the variety among coherent Simulationist design is
+extensive, indeed, vast, because the key to design is which elements are
+being Explored.
+
+ * Character: Unknown Armies
+ * Setting: RuneQuest, Pendragon, Usagi Yojimbo, Jorune
+ * Situation: Call of Cthulhu
+ * System: GURPS, Champions 4th edition (or rather, the Hero System),
+ Fudge, Multiverser
+ * Situation and Setting: Feng Shui, Cyberpunk 2020
+ * Character and Setting: Legend of the Five Rings, Nephilim, Albedo,
+ Ars Magica, Nobilis
+
+This is not to say that any RPG will illustrate one of the above
+categories so clearly; the listed titles are among the shining lights of
+coherent Simulationist design. Most RPGs are cobbled-together pieces of
+these and other games, generating a vague and internally-incoherent
+Simulationism with, at best, isolated design features or Color that are
+interesting. The topic of incoherence is developed more fully below, but
+for now, consider Kult - how can archetypal (fixed) character design be
+compatible with Character Exploration? The answer is that it can't, and
+that nearly all of the character development material in the basic rules
+is scrapped in application, which turns into pure Setting Exploration
+instead.
+
+Much Narrativist and Gamist play during the 1980s occurred as
+"rebellious" play in groups using primarily Simulationist systems. This
+is probably why elements of Narrativist and Gamist play are often
+perceived as cheating by those who are strongly committed to the
+Simulationist designs of that period, or mistakenly identified with
+"ignoring the rules."
+
+Overt Gamist RPG design is very rare. I think it takes a central role
+only in D&D well before it acquired its "A," in Tunnels & Trolls also in
+the late 1970s, and, less coherently, in Shadowrun and Rifts. Arguably,
+quite a lot of live-action role-playing of Vampire, Amber, and other
+games has drifted into Gamism in application, but not in the texts. Only
+very recently has overt, even enthusiastic Gamist design been
+resurrected, in D&D3E, Rune, Pantheon, The Adventures of Baron
+Munchausen, and Ninja Burger.
+
+Gamism clearly includes a wide range of the role of Fortune, such that
+some games have a high random element and in others it is very low or
+absent. Also, the GM's role varies widely, up to and including being
+completely absent. I look forward to the continued appearance and
+widely-ranging development of Gamist RPGs as well as to informed
+discussion of the principles that are involved in playing them.
+
+Overt Narrativist RPG design is a latecomer, with the exception of the
+few glimmers appearing in the late 1970s and early 1980s, of which
+Marvel Super Heroes is the sole survivor. The first thoroughgoing
+Narrativist game since then was Prince Valiant, in 1989. Although both
+games were based on source texts, their designs did not recommend
+Exploring the canonical settings so much as using the texts' authors'
+philosophy of story creation as a model for creating new stories entirely.
+
+A veritable Renaissance of Narrativist design occurred in 1993-1994 and
+continues to this day. Its published pioneers include Over the Edge and
+Everway; then Theatrix, Zero, Castle Falkenstein, Extreme Vengeance, and
+The Whispering Vault, as the next wave; and then Maelstrom/Story Engine,
+followed by Hero Wars, as games which provided utterly novel approaches
+at the metagame level. But the published games are only one side of the
+story, given the proliferation of Narrativist development in the
+underground, beginning with The Window and Wuthering Heights and setting
+the stage for the publications of games like Sorcerer, Orkworld, and
+Little Fears.
+
+In most Narrativist designs, Premise is based on one of the following
+models.
+
+ * A pre-play developed setting, in which case the characters develop
+ into protagonists in the setting's conflicts over time. Examples
+ include Castle Falkenstein and Hero Wars.
+ * Pre-play developed characters (protagonists), in which case the
+ setting develops into a suitable framework for them over time.
+ Examples include Sorcerer, Everway, Zero (in an interesting way),
+ Cyberpunk 1st edition, Orkworld, and The Whispering Vault.
+
+I have observed that when people bring a Narrativist approach to
+Vampire, Legend of the Five Rings, or other game systems which include
+both detailed pre-play character creation and a detailed, conflict-rich
+settting, they must discard one or the other in order to play enjoyably.
+
+Given the widespread use of Author and Director stance in Narrativist
+role-playing, the functional result is to spread tasks and creative
+roles left for the GM in most other play among all participants. These
+systems may accurately be considered GM-full, rather than GM-less.
+
+Finally, several of the games mentioned above as well as others are
+probably best considered "abashedly Narrativist" rather than thoroughly
+focused on this mode, insofar as the overt philosophy of play in the
+texts is about creating stories, even about the players having co-author
+status, but various elements of design stop short of the goal. The
+aforementioned Marvel Super Heroes, Cyberpunk 1st edition, The Window,
+Everway, Obsidian, UnderWorld, and Little Fears are good examples.
+
+*The new revolution*
+Recent directions in RPG design are breaking new ground across GNS,
+especially in terms of how Stance relates to the modes. Only now are we
+seeing such things as mechanics-driven Director Stance in Simulationism
+and in Gamism. It's also nice to see Narrativist design following up on
+the precedent set by Prince Valiant, with Premise based on Situation
+(The Dying Earth).
+
+Fortune methods may clearly be employed extensively in the service of
+metagame goals. I specifically disavow the popular notion that these
+methods serve only for in-setting probabilistic modeling, and the
+associated notion that they have little place in Narrativism or Gamism.
+I would very much like to participate in a discussion of Fortune systems
+acting as a "springboard" for metagame priorities in Narrativist play,
+as suggested by the designs of InSpectres, The Pool, The Framework,
+Munchkins, and others.
+
+Another new development is an explicit opening statement about the
+social context of play, often with a fairly strong GNS focus. I think
+this is an astoundingly important element of game design and
+presentation, and it's interesting to review older games to see how they
+did or didn't manage to communicate it. The typical trends among them
+are the following.
+
+ * The purpose and perspective of the game is scattered across
+ several places, rarely at the beginning, and is often referred to
+ rather than addressed directly.
+ * The purpose and perspective of the game is justified because it
+ corresponds to what, according to the authors, role-playing
+ obviously is (i.e., the synecdoche fallacy).
+ * The purpose and perspective of the game claims to satisfy anyone,
+ in blatant contradiction to the game's content and design.
+
+One of the benefits of the GNS perspective is the willingness to accept
+that other outlooks or priorities exist besides one's own. Therefore, in
+many of the new games, the social contract is both more explicit and
+less dismissive, which I think is functional, honest, and fair.
+
+Dozens of topics remain, many of which have been researched by me but
+have not been broached in public.
+
+ * DFK combinations across RPG design history, in both basic
+ resolution and metagame mechanics.
+ * The history and development across RPGs of trading within
+ components of Currency or across them.
+ * Random vs. nonrandom elements of character creation contrasted
+ with those of event resolution.
+ * Distinctions between successful actions and significant consequences.
+ * Personality mechanics, divided into two main schools derived from,
+ respectively, Call of Cthulhu and Dungeons & Dragons.
+ * Fundamental aspects of character-player relationship based on
+ levels of remove.
+ * The consequence of character death or incapacity on the player's
+ participation in the game.
+
+I would very much like to host a sort of "Discuss this game" exercise at
+the Forge regarding given RPGs, not to label them "G, N, or S" in a
+superficial way but rather to dissect their function in the full
+knowledge of the listed elements, Stance-facilitating features, all
+aspects of design including the issues listed above, comparisons with
+ancestral, contemporary, and derivative games, and much more.
+
+*Metagame considered further*
+Metagame mechanics appeared mainly as Narrativist "coping mechanisms"
+when playing games that were largely 80s-Simulationist designs (which
+does not mean these games were "bad" or represented the whole of
+Simulationist potential). An extreme, early example would be TORG's
+character-card privileges; a more typical example would be Over the
+Edge's bonus dice.
+
+In later RPGs with overtly Narrativist resolution systems, metagame
+mechanics have again become rare. For instance, in Hero Wars, neither
+bumping success levels nor bidding Action Points are metagame mechanics,
+but simply the basic resolution system. They most resemble metagame
+mechanics from earlier games, but now, in an overtly Narrativist design,
+they are front-and-center rather than secondary overrides.
+
+*Balance, so-called*
+"Balance" may rank as the most problematic term in all of role-playing.
+What in the world does it mean? Equality of some kind? Fairness of some
+kind? Whenever the term is brought up, the discussion cannot proceed
+without specifying further regarding the following issues.
+
+ * Balance of what? Components of the characters? Specific sets of
+ components?
+ * Or perhaps it's balance of actions, in which case, is it of
+ opportunity, or of consequence?
+ * Balance among whom? Players or characters? Both in some way?
+ * To what end? (Citing "fairness" is tautological.)
+ * Shifting the issue, perhaps it's a matter of balance within a
+ character, rather than among characters.
+ * And extending the issue, should balance be concerned with initial
+ starting points of characters or with the processes of change for
+ the characters, or both?
+
+Currently little insight arises from discussions of balance, as it
+inevitably wanders about these issues without focusing. The issues
+themselves, on the other hand, are very interesting. Therefore the term
+is much like "genre," in that discussion might as well focus on the real
+issues in the first place and never use the term at all.
+
+Finally, a common misconception is to identify any concern with equality
+or "even-ness" among characters with (a) balance per se and (b) Gamism.
+I disavow any suggestion that Gamism as a whole is necessarily concerned
+with balance, or that concerns with balance (of some kind) necessarily
+indicate a Gamist approach. For instance, the parity of starting point
+totals across a group of GURPS characters most likely indicates a
+commitment to the consistency of the Explored Characters with their
+Situation and Setting, rather than to any concern with "fairness" or
+"leveling the playing field."
+
+*Hybrids and drift*
+Can multiple GNS goals be satisfied by a single game design? It may be
+possible, but it is not easy. As mentioned before, merely aligning
+topics of Exploration with those of Premise is probably not effective. I
+conceive of two types of *hybrid*: (1) two modes are simultaneously
+satisfied in the same player at the same time, of which I am highly
+skeptical; and (2) two modes can exist side by side in the design, such
+that differently-oriented players may play together, which might be
+possible. Some possible candidates for the latter include these.
+
+ * G + S: Rifts.
+ * N + G: Champions 1st-3rd editions; I'm interested as well in
+ seeing the upcoming Elfworld and a proposed game from Hogshead
+ Publishing regarding fantasy weaponry.
+ * N + S: Little Fears and UnderWorld (these games' degree of
+ "abashedness" exists squarely on the border of the two modes).
+
+*Drift* is a related issue: the movement from one GNS focus to another
+during the course of play. I do not think that "drift" reflects
+hybridized design (in which both modes are indeed present), but rather
+correctable incoherence (moving toward coherence in one mode).
+Historically, drifting toward Gamism is very common; it isn't hard to
+understand that a frustrating and incoherent context can be turned into
+an arena for competition. Internet play has illustrated some distinctive
+drifting: Amber moves from abashed Narrativism either to Simulation with
+Exploration of Character or to Gamism with the emphasis on interpersonal
+control; Everway moves from abashed Narrativism to Simulationism with
+the emphasis on Exploration of Situation.
+The 1990s transitional game offers a good example of driftable design:
+Simulationist resolution with strong metagame mechanics, highly
+customizable character, setting, and situation, with or without
+exhortations to "story." Fudge and The Window are perfect examples, on
+either side of Simulationism or Narrativism, respectively, as the stated
+emphasis.
+
+*Incoherent design*
+Unfortunately, functional or nearly-functional hybrids are far less
+common than simply incoherent RPG designs.
+
+The "lesser," although still common, dysfunctional trend is found among
+the imitators of the late-1970s release of AD&D, composed of vague and
+scattered Simulationism mixed with vague and scattered Gamism. Warhammer
+is the most successful of these. Small-press publishers pump out these
+games constantly, offering little new besides ever-more baroque
+mechanics and a highly-customized Setting (Hahlmabrea, Pelicar,
+Legendary Lives, Of Gods and Men, Fifth Cycle, Darkurthe: Legends, and
+more). Another, similar trend is the never-ending stream of GURPS
+imitators.
+
+The "dominant" dysfunctional system is immediately recognizable, to the
+extent of being considered by many to be what role-playing is: a vaguely
+Gamist combat and reward system, Simulationist resolution in general
+(usually derived from GURPS, Cyberpunk, or Champions 4th edition), a
+Simulationist context for play (Situation in the form of published
+metaplot), deceptive Narrativist Color, and incoherent
+Simulationist/Narrativist Character creation rules. This combination has
+been represented by some of the major players in role-playing marketing,
+and has its representative for every period of role-playing since the
+early 1980s.
+
+ * AD&D2 pioneered the approach in the middle 1980s, particularly the
+ addition of metaplot with the Dragonlance series.
+ * Champions, through its 3rd edition, exemplified a mix of Gamist
+ and Narrativist "driftable" design, but with its 4th edition in
+ the very late 1980s, the system lost all Metagame content and
+ became the indigestible mix outlined above.
+ * Vampire, in the early 1990s, offered a mix of Simulationism and
+ Gamism in combat resolution, but a mix of Narrativism and
+ Simulationism out of combat, as well as bringing in Character
+ Exploration.
+
+The design is hugely imitated, ranging from Earthdawn, Kult, and In
+Nomine, to the mid-1990s "shotgun attack" of Deadlands, Legend of the
+Five Rings, and Seventh Sea.
+
+All of these games are based on The Great Impossible Thing to Believe
+Before Breakfast: that the GM may be defined as the author of the
+ongoing story, and, simultaneously, the players may determine the
+actions of the characters as the story's protagonists. This is
+impossible. It's even absurd. However, game after game, introduction
+after introduction, and discussion after discussion, it is repeated.
+
+Consider the players who were excited about the vampire concept for
+role-playing. What happens when they try to play Vampire: the
+Masquerade? Well, they try to Believe the Impossible Thing, and in
+application, the results are inevitable.
+
+ * The play drifts toward some application of Narrativism, which
+ requires substantial effort and agreement among all the people
+ involved, as well as editing out substantial portions of the
+ game's texts and system.
+ * The play drifts toward an application of Simulationism in which
+ the GM dominates the characters' significant actions, and the
+ players contribute only to characterization. This is called
+ *illusionism*, in which the players are unaware of or complicit
+ with the extent to which they are manipulated.
+ o Illusionism is not necessarily dysfunctional, and if
+ Character or Situation Exploration is the priority, then it
+ can be a lot of fun. Unknown Armies, Feng Shui, and Call of
+ Cthulhu all facilitate extremely functional illusionism.
+ However, it is not and can never be "story creation" on the
+ part of all participants, and if the game is incoherent,
+ illusionism requires considerable effort to edit the system
+ and texts into shape.
+ * Most likely, however, the players and GM carry out an ongoing
+ power-struggle over the actions of the characters, with the
+ integrity of "my guy" held as a club on the behalf of the former
+ and the integrity of "the story" held as a club on behalf of the
+ latter.
+
+The players of the vampire example are especially screwed if they have
+Narrativist leanings and try to use Vampire: the Masquerade. The
+so-called "Storyteller" design in White Wolf games is emphatically not
+Narrativist, but it is billed as such, up to and including encouraging
+subcultural snobbery against other Simulationist play without being much
+removed from it. The often-repeated distinction between "roll-playing"
+and "role-playing" is nothing more nor less than Exploration of System
+and Exploration of Character - either of which, when prioritized, is
+Simulationism. Thus our players, instead of taking the "drift" option
+(which would work), may well apply themselves more and more diligently
+to the metaplot and other non-Narrativist elements in the mistaken
+belief that they are emphasizing "story." The prognosis for the
+enjoyment of such play is not favorable.
+
+One may ask, if this design is so horribly dysfunctional, why is it so
+popular? The answer requires an economic perspective on RPGs, in
+addition to the conceptual and functional one outlined in this essay,
+and is best left for discussion.
+
+*The one true game*
+What a wonderful ideal: an RPG design that satisfies any participant,
+with no stress, no adjustment of any part, no potential for
+interpersonal disagreement, and no unnecessary preparation. The
+"universal game."
+
+Bluntly, it's a moronic concept, existing only to whet frustrated
+consumers' appetites for an upcoming product. GNS goals differ among
+people, preferred variants of each GNS mode differ among people, and
+system mechanics necessarily facilitate a limited range of these
+preferences, or facilitate nothing at all. All of us would do well to
+look in the mirror every morning and state, "There is no universal
+role-playing game."
+
+However, the term "universal" is also used for a rather sensible and
+functional RPG design option, which is much better described by the term
+*general*. A general game design holds constant one or two of the listed
+elements of role-playing (Character, Setting, Situation, System, Color)
+and provides guidelines for customizing the other elements. GURPS and
+Fudge are perfect examples, as are the plethora of their imitators:
+System is held constant and made very clear; Setting and Color are
+specified prior to play by the GM and similarly made clear and specific;
+and then Character and Situation are customized.
+
+A general game design is really no more than extending the original
+notion from AD&D of System, Setting, Situation, and Color being highly
+fixed, with Character being the main thing to customize. Other
+combinations are possible, as in Sorcerer and Orkworld, in which System
+is highly fixed, then Character and Situation are customized, and
+finally Setting are customized (Color's place differs between these two
+games).
+
+In other words, the so-called "universal" model for RPG design is really
+a general design, and a coherent general game sits as firmly in its GNS
+orientation as any other. The key issue is to avoid confounding it with
+"universal" in the sense of "satisfies any and every possible
+role-playing participant."
+
+*Misunderstandings*
+A number of code-phrases to describe RPG system and goals have arisen as
+role-players struggled to match their interests with the spectrum of
+available games, but most of them lack substance.
+
+ * Rules-heavy vs. Rules-light: this dichotomy is vaguely oriented
+ toward high vs. low search and handling time, but it is confounded
+ a great deal with so-called realism and so-called story. (This
+ confusion is a product of the transition design period of
+ 1990-1991, exemplified by Fudge and The Window.) The concept of
+ rules-focus, in terms of goals and modes, has not entered the
+ popular understanding of the hobby.
+ * Completeness: as far as I can tell, this term relies on as
+ thorough a presentation as possible of all the listed elements,
+ apparently such that Simulationist play of any emphasis can pick
+ and choose which aspects to emphasize, by elimination rather than
+ by creation.
+
+</articles/7/>
+
+*_Chapter Six: Actually Playing_*
+
+It all comes back to the social situation, eventually, because
+role-playing is a human activity and not a set of rules or text.
+Coherence is expressed as a social outcome; it must apply all the way
+into and through actual play. I suggest that preparing for and carrying
+out the role-playing experience in social terms, well above and beyond
+considerations of system mechanics, is most coherent from a GNS and
+Premise perspective.
+
+Role-playing is carried out through relying upon the real, interpersonal
+roles of living humans, yes, even of opponents. If people do not share
+any degree of either Premise focus (either Gamist or Narravist) or an
+Exploration focus (Simulationist), then their different assumptions,
+different expectations, and different goals will come into conflict
+during play. When that happens, the uber-goal of "Fun" is diminished.
+Perhaps the people continue to play together solely to interact
+socially, but the actual role-playing is, effectively, gone.
+
+*But it's just a game!*
+This phrase is an alarm bell. Oh, it looks like an attempt to
+reconciliate disagreements by calling attention to fun and the shared,
+social context, but it disguises something far more unpleasant.
+
+The first tip-off is that the phrase is not literally meaningful. What's
+the "it?" Role-playing, of course, but dismissed, via the singular short
+pronoun, as simple, straightforward, intuitively grasped, and singly
+defined. And what's a "game?" Not defined at all. The use of "game" to
+refer to role-playing is completely historical and carries no
+informational content beyond its indication of a leisure activity.
+
+The ugly truth is that this phrase is not reconciliatory at all. Rather,
+it is code for, "Stop bothering me with your interests and accord with
+my goals, decisions, and priorities of play." I strongly urge that
+individual role-players not tolerate any implication that their
+preferred, enjoyed range of role-playing modes is a less worthy form of
+play.
+
+*What's a GM and what's a player?*
+Like it or not, among any group of people contributing to some
+constructive activity, there exists a the aforementioned Balance of
+Power: some hierarchy and way to organize who gets to influence and
+approve of outcomes. For the activity to succeed, some form of *social
+contract*, or reciprocal obligations, must be in place.
+
+In role-playing games, the issue of the social contract becomes quickly
+confounded with the distribution and difference in the roles of GM and
+players. Entirely aside from any formal rules-oriented or
+procedure-oriented authority, what kind of authority or status does a GM
+have over or with the players anyway? Is he or she the physical host,
+using physical living or work space for the game? If not, does that
+change or limit the GM-ness? How about a faculty member running games
+with students in a campus club? How about romance issues; if single, is
+he or she automatically the focus of personal attention from other
+single people in the group?
+
+Most of these issues cannot be addressed from the perspective of game
+design, but they are real nonetheless. Where the game design and
+GNS-based approach to play can help is in putting all the issues of the
+role-playing itself above-board. Given clear roles, purposes, and
+respective obligations of GM and player - which in most RPG designs are
+left open or badly mis-stated - the group may avoid getting its
+role-playing issues mixed up with its social ones.
+
+How might a GNS perspective help keep that GM/player understanding
+clear? Historically, the terms cover very diffferent ranges within each
+of the modes.
+
+ * The range in Gamism: GM as referee over players who compete with
+ one another, GM as referee over the players competing with a
+ scenario, GM as opponent of the players as a unified group, or
+ even no GM at all among a group of competing players.
+ * The range in Simulationism: GM as channeler of external source
+ material, GM as the fellow Actor responsible for the landscape and
+ NPCs, GM as referee of the physics and internal consistency of the
+ imaginary universe, GM as covert author.
+ * The range in Narrativism: depending on the degree of coauthorship
+ of the players, the traditional tasks of the GM may vary all the
+ way from one centralized GM to a situation in which all the
+ players are mini-GMs. Interestingly, this is the one mode in
+ which, throughout its range, no role for an "impartial referee" GM
+ is possible.
+
+One last note about Gamism: the shift from tourney play, in which many
+groups of players competed for time and kill-count as they were "run
+through" identical adventures, to single-group play led to many design
+holdovers that often lead to frustrating experiences. These are almost
+all based on the shift from the GM as referee, with the opponents being
+other groups, to the GM as opponent - and the players, rather sensibly,
+turning from competing with an invincible opponent (the holdover from
+the referee status) to competing with one another.
+
+A final issue about GM and player(s) concerns who is expected to be
+entertaining whom, in some kind of dichotomous way. Evidently this is a
+matter of some emotional commitment, prompting the same defensiveness
+and hurt feelings as the mention of "immersion." Therefore I am
+personally willing to let it lie.
+
+*Organizing a role-playing session*
+With a few exceptions, most role-playing texts completely ignore the
+actual human logistics of play, although these are hugely important in
+application. How can one possibly participate in a social, leisure
+activity without considering all of the following?
+
+ * The number of participants and the extant relationships among them.
+ * The time to be spent playing, in terms of hours per session and
+ the number of sessions per unit of real time (week or month,
+ e.g.), the anticipated number of sessions, and so on.
+ * The event-scope of play; that is, when and how often units of
+ satisfaction for the participants occcur (here the GNS perspective
+ is tremendously useful, because it identifies the instances of
+ satisfaction).
+ * The necessary time and effort to be spent in preparation, and by
+ whom.
+
+When AD&D was released in its late 1970s form, its content encouraged a
+"more is better" approach. The more players, the better. The more time
+spent, the better. The longer the sessions, the better. The longer the
+sessions continued, the better. Nearly all role-playing games used AD&D
+as the starting point for presentation purposes, even those with vastly
+different systems and philosophies of play, and so this dysfunctional
+approach remains with us to this day. The term "campaign" is especially
+misleading, as in wargaming it denotes a specific set of events from
+point A in time to point B in time, whereas in role-playing it denotes
+playing indefinitely.
+
+For those forms of role-playing that emphasize "story" in the general
+sense (see Chapter Two), this approach is completely unsuitable. What is
+a "story" to be, in terms of individual sessions and all-sessions? In
+role-playing culture, one is often assumed either to be playing a
+"campaign," which means it should go on forever, or a "one-shot" session
+which aside from the connotation of being superficial is simply too
+short for many sorts of stories. The functional intermediate of playing
+the number of sessions sufficient for the purpose of resolving a story
+is nowhere to be found in the texts of role-playing.
+
+On the smaller scale, successfully preparing for individual sessions is
+especially integrated with GNS and Premise. Consider the historical
+tendencies among the modes, in terms of how a series of events emerges
+through the course of play. (These do not represent either a complete or
+definitional list, but simply historical examples.)
+
+ * Linear adventures, in which the GM has provided a series of
+ prepared, in-order encounters.
+ * Linear, branched adventures, in which the GM has done the same as
+ above but provides for the players proceeding in more than one
+ direction or sequence.
+ * Roads to Rome, in which the GM has prepared a climactic scene and
+ maneuvers or otherwise determines that character activity leads to
+ this scene. (In practice, "winging it" usually becomes this method.)
+ * Bang-driven, in which the GM has prepared a series of instigating
+ events but has not anticipated a specific outcome or
+ confrontation. (This is precisely the opposite of Roads to Rome.)
+ * Relationship map, in which the GM has prepared a complex
+ back-story whose members, when encountered by the characters,
+ respond according to the characters' actions, but no sequence or
+ outcomes of these encounters have been pre-determined.
+ * Intuitive continuity, in which the GM uses the players' interests
+ and actions during initial play to construct the crises and actual
+ content of later play. (This is a form of "winging it" that may or
+ may not become Roads to Rome.)
+
+Roads to Rome and Linear/Branched play are extremely common in published
+scenarios with a strong Simulationist approach. Linear play relies on
+extreme commitment to the Situation, and thus works best for
+Situation-intensive Simulationist play, as in many Call of Cthulhu
+scenarios. Bang-driven (formalized in Sorcerer and Sword) and
+Relationship map (formalized in The Sorcerer's Soul) are best suited to
+Narrativist play. Intuitive Continuity may do well for a variety of
+modes that emphasize either Character actions being pivotal
+(Narrativism) or Character Exploration (Simulationism). Again, all of
+this is speaking historically and not at all in terms of potential.
+
+Gamist play was not included above, mainly because it has been so badly
+marginalized during most of role-playing history. To date, most scenario
+construction oriented in this direction has fallen back on the
+late-1970s tournament model or the survivalist model found in many video
+games. The Hogshead family of Gamist RPGs ('Baron Munchausen, Pantheon)
+has broken this mold and I have no doubt that much more variety remains
+to be developed.
+
+*Dysfunction: when role-playing doesn't work out*
+Great Googley-Moogley, let me count the ways.
+
+The clearest case is straightforward. People do exist who will
+habitually disrupt a role-playing group for whatever reasons of their
+own, and the only solution for dealing with such people is to exclude
+them from play.
+
+But let's consider people who do want to role-play together, and have
+even established an interest in the most basic, embryonic form of an
+initial Premise. What dysfunctions may arise?
+
+Emotional tensions between people may override the role-playing. It can
+be romance, or money issues, or who's giving whom a ride home, or any
+number of similar things. My claim is that a lot of times, people get
+all upset at one another about game stuff (tactics, rules, etc) when the
+real problem is this people stuff. Such problems must be dealt with
+socially and above-board, because no in-game mechanisms can help;
+in-game issues are symptoms rather than causes.
+
+I think the most common dysfunction, however, is GNS incompatibility. At
+the highest-order level, if the people simply have entirely different
+goals, then actual play continually runs into conflicts about priorities
+and procedures based on those different goals. I think everyone who's
+familiar with the theory knows that this is a "no fault, no blame"
+criterion. I like potatos, you like pink lemonade, have a nice game with
+your own group.
+
+More difficult incompatibilities also exist within each of G, N, or S.
+People may share the the large-scale GNS goal, but be accustomed to or
+desire different standards for Balance of Power, preferred stances,
+notions of character depth, the distinction between player success and
+character success, and many related things. In this case, dysfunction
+arises from (a) trying to resolve the differences during play itself,
+and (b) anyone being unwilling to compromise about the differences.
+
+Drift is the usual method for dealing with this level of discord. It is
+a fine solution for resolving within-mode differences, if everyone is
+willing to give a little. However, drift has a dark side, or
+degeneration, the disruption or subversion of the social contract such
+that what is happening is not more fun, at least not at the group level.
+Gamism is often pegged as the culprit when players shift from the stated
+or agreed-upon mode of play and turn upon one another as opponents, but
+it's better considered degeneration with Gamism merely being the
+direction. The usual effect of degeneration (any kind, not just this one
+little Gamist sort), if people continue to play, is to play without
+committing to anything at all.
+
+The tragedy is how widespread GNS-based degeneration really is. I have
+met dozens, perhaps over a hundred, very experienced role-players with
+this profile: a limited repertoire of games behind him and extremely
+defensive and turtle-like play tactics. Ask for a character background,
+and he resists, or if he gives you one, he never makes use of it or
+responds to cues about it. Ask for actions - he hunkers down and does
+nothing unless there's a totally unambiguous lead to follow or a foe to
+fight. His universal responses include "My guy doesn't want to," and, "I
+say nothing."
+
+I have not, in over twenty years of role-playing, ever seen such a
+person have a good time role-playing. I have seen a lot of groups
+founder due to the presence of one such participant. Yet they really
+want to play. They prepare characters or settings, organize groups, and
+are bitterly disappointed with each fizzled attempt. They spend a lot of
+money on RPGs with lots of supplements and full-page ads in gaming
+magazines.
+
+These role-players are GNS casualties. They have never perceived the
+range of role-playing goals and designs, and they frequently commit the
+fallacies of synecdoche about "correct role-playing." Discussions with
+them wander the empty byways of realism, genre, completeness,
+roll-playing vs. role-playing, and balance. They are the victims of
+incoherent game designs and groups that have not focused their
+intentions enough. They thought that "show up with a character" was
+sufficient prep, or thought that this new game with its new setting was
+going to solve all their problems forever. They are simultaneously
+devoted to and miserable in their hobby.
+
+My goal in developing RPG theory and writing this document is to help
+people avoid this fate.
+
+</articles/8/>
+
+*_Acknowledgements_*
+
+Thanks are due to everyone who has taken the time to discuss the issues
+with me over the years. Specific intellectual debts are owed to the
+following people. In no particular order:
+
+The members of the rec.gaming.faq.advocacy discussion group, most
+especially John Kim, for the Threefold Model and Stance. I owe an
+immense debt to all members of these discussions for raising all the
+right issues. However, I have altered just about everything very
+drastically, and "Director stance" is my contribution.
+
+Robin Laws for his essay regarding Art vs. Game in the text of Over the
+Edge, as well as for nearly single-handedly revolutionizing RPG design
+throughout the 1990s. (And he's still going, too; it's really frightening.)
+
+The Scarlet Jester (real name withheld) for the concept of Exploration.
+However, I acknowledge that he does not approve of the definition and
+use I've made of it, and any problems or inconsistencies with the listed
+definition and use are solely my responsibility.
+
+Jonathan Tweet for DFK, from his text in the game Everway, as well as
+for many other things. My re-statement of the definition of Drama has
+been approved by him.
+
+Christopher Kubasik for his "Interactive Toolkit" series of essays.
+
+Lajos Egri for his 1946 book, The Art of Dramatic Writing, for the
+foundation of my thoughts on Narrativist Premise.
+
+Logan Hunter for his original compilation of the theories from a variety
+of discussions and for his construction of Balance of Power.
+
+Jim Henley for his term "abashedly Narrativist" regarding Everway, which
+admirably describes a whole family of RPG designs.
+
+Gordon Landis for his input regarding Drift.
+
+The FUZION Lab Group for their presentation of switches and dials in the
+text of Champions New Millenium. I have expanded their
+Simulationist/general material into a much broader scheme regarding all
+of DFK diversity.
+
+Jesse Burneko for his input regarding illusionism.
+
+Gareth-Michael Skarka for his description of Intuitive Continuity in the
+text of UnderWorld.
+
+If I have overlooked anyone's input, please remind me and I'll include
+you in the acknowledgments.
+
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/references/narr_essay.txt Mon Mar 20 13:28:17 2006 -0500
@@ -0,0 +1,2848 @@
+ 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
+
+
+ Narrativism: Story Now
+
+ by Ron Edwards <[8]sorcerer@sorcerer-rpg.com>
+ Copyright 2003 Adept Press
+
+ Acknowledgments are due to Mike Holmes, Ralph Mazza, Christopher Kubasik,
+ Jesse Burneko, Paul Czege, Clinton R. Nixon, Vincent Baker, Seth Ben-Ezra,
+ M. J. Young, Chris Chinn, Pete Darby, Gordon C. Landis, Walt Freitag, and
+ Matt Snyder for comments on the first draft of this essay. All mistakes or
+ misattributions should be considered my responsibility.
+
+ This is the third of three essays building upon the topics addressed in
+ "GNS and other matters of role-playing theory"
+ ([9]http://www.indie-rpgs.com/articles/1/). The previous two essays were
+ "Simulationism: The Right to Dream"
+ ([10]http://www.indie-rpgs.com/articles/15/), and "Gamism: Step On Up"
+ ([11]http://www.indie-rpgs.com/articles/21/). This series' purposes are to
+ clarify the original essay and to develop and incorporate insights from
+ discussions at the Forge.
+
+ This one is about Narrativist play, which is simultaneously the least and
+ most problematic of the Creative Agendas I've described. It's incredibly
+ easy in application, and the most difficult for discussion. I think that
+ this difficulty lies mainly in some of the peculiarities of
+ role-player/gamer culture, entrenched in the history of the hobby, rather
+ than any particular logical or cognitive hitches in the mode of play
+ itself.
+
+ In the first two essays, I began presenting an overall model of
+ role-playing, but piecemeal and in stumbling verbal form. As of this
+ writing, I've finished that model, and it is included here as well. It's a
+ bit out of place, being more of a capstone or umbrella to the three essays
+ rather than an intrinsic piece of the Narrativist one. More complete
+ discussions about it may also be found in "The whole model - this is it"
+ ([12]http://www.indie-rpgs.com/viewtopic.php?t=8655).
+
+History of the term
+
+ The Threefold Model for role-playing included the term Dramatism, as
+ presented by John Kim at his Threefold Model
+ ([13]http://www.darkshire.net/~jhkim/rpg/theory/) webpage. When I learned
+ about the Threefold, I'd already been thinking about stuff I'd later call
+ Currency and also about Jonathan Tweet's discussion of resolution
+ presented in Everway. The basic notion of the Threefold impressed me: it
+ was time to talk about goals and priorities independently of everything
+ else, then to see whether everything else flowed to and from them. This
+ was at the time that Sorcerer was making its small way into commerce, so
+ the mailing list was the place for our first discussions; most of them are
+ archived at the Sorcerer website ([14]http://www.sorcerer-rpg.com).
+
+ At this point, since "Drama" as a resolution category in Tweet's schema
+ and "Dramatism" as a goals-category in the Threefold referred to two
+ different things, I decided that the names were confusing. Going by which
+ set of ideas was first presented (Tweet's), I changed Dramatism to
+ Narrativism. This terminological change was limited to discussions on the
+ Sorcerer mailing list and later at the Gaming Outpost.
+
+ However, our use of the terms and ideas on the Sorcerer mailing list took
+ on its own character almost immediately, such that in my first essay
+ "System Does Matter" ([15]http://www.indie-rpgs.com/articles/11/), "story"
+ was already its own distinct, process-oriented term.
+
+ The biggest change in my thinking about role-playing is represented in the
+ essay "GNS and other matters of role-playing theory"
+ ([16]http://www.indie-rpgs.com/articles/1/), in which the concept of
+ Exploration becomes the underlying foundation for the three modes or goals
+ of play. This new picture was startling: (1) potential story elements were
+ now considered present for all three modes play, and (2)Narrativism now
+ appeared to be a mirror image or twin sibling of Gamism, counter to older
+ impressions shared by me and anyone else who ever wrote about role-playing
+ that Gamism was the odd man out.
+
+ I've tried to emphasize this new outlook throughout these three supportive
+ essays. Whereas I think most people think of Gamism with (or synonymous
+ with) its Hard Core variant over in one ballpark, with Simulationism
+ containing an internal "story" variant in another ballpark, my concepts
+ are radically different. I hope to make this picture, and its
+ implications, entirely clear in this essay.
+
+The foundation: Exploration and more
+
+ Here's the big ol' model for role-playing that the previous two essays
+ sort of fumbled at. Notice that "rules" are absent; I now consider "rules"
+ simply to mean text, which may be about anything you find in the model.
+ The brackets are very important: if B relates to A as [A[B]], then B is
+ considered a part, application, version, or expression of A.
+
+ [Social Contract]. Social Contract encompasses everything else about
+ role-playing. If these people happen to be role-playing together, then
+ Social Contract crucially includes "Let's play this game." This crucial
+ element is what's further subdivided throughout the rest of this model.
+
+ [Social Contract [Exploration]]. Exploration means "shared imaginings."
+ The sharing has to be explicit and agreed upon, usually through the spoken
+ word although any form of communication counts. The imaginings have to be
+ the subject that is shared, which is why me reading aloud to my wife does
+ not constitute Exploration. We are independently imagining based on the
+ spoken word, but neither she nor I is telling the other what we imagine
+ from that point. Exploration means that such communication is occurring.
+
+ The five elements of Exploration are interdependent: Character + Setting
+ make Situation, System permits Situation to "move," and Color affects all
+ the others. This concept applies only to the imaginary causes among the
+ elements; the real people's actual priority or cause among these things,
+ in social and creative terms, varies widely. See my essay "GNS and other
+ matters of role-playing theory"
+ ([17]http://www.indie-rpgs.com/articles/1/) for more about these elements.
+
+ [Social Contract [Exploration [Creative Agenda]]]. Creative Agenda is the
+ blanket term for people's demonstrated goals and desired feedback during
+ play. In the past, I called it "GNS." Since all of this is enclosed in
+ Social Contract, GNS-stuff is not only "what I want" but also "what I want
+ from role-playing with this group of people." Since Exploration
+ necessarily includes System, that means, as soon as we start talking about
+ Creative Agenda, real play has begun.
+
+ On paper, I draw this term as an arrow, because this "step" or "level" in
+ my model shifts out of the abstract and solidly into this group, playing
+ this game, this way, at this time. The model instantly ceases to be a
+ broad overview and becomes a diagnostic or description of a real
+ play-experience among real people. Unless you are thinking of such a case,
+ you will be left flailing at this point in the discussion.
+
+ [Social Contract [Exploration [Creative Agenda --> [Techniques]]]]. The
+ panoply of Techniques being employed over time either satisfy or fail to
+ satisfy one or more Creative Agendas. Techniques include IIEE,
+ Drama/Karma/Fortune, search time & handling time, narration apportioning,
+ reward system, points of contact, character components, scene framing,
+ currency among the character components, and much more. Each of these
+ terms represents a range of potential play-methods. I consider the two
+ most important Techniques to be reward system and IIEE (see glossary).
+
+ Techniques may be thought of as directly expressing the more abstract
+ concept of System (way up in Exploration), except that System doesn't
+ exist all by itself - it's fully integrated with the other components of
+ Exploration. But if you keep that in mind, then yes, the arrow represented
+ by Creative Agenda can indeed be "shot" from the bow of System.
+
+ Techniques do not map 1:1 to Creative Agenda, but combinations of
+ Techniques do support or obstruct Creative Agendas.
+
+ [Social Contract [Exploration [Creative Agenda --> [Techniques
+ [Ephemera]]]]]. Ephemera refers to the smallest-scale interactions and
+ activities of role-playing: anything that gets factored into or is
+ expressed by play in the space of a few seconds. As with every level/box
+ so far, fairly extensive combinations of Ephemera express or apply to one
+ or more Techniques. They are the internal anatomy, if you will, of
+ Techniques and hence (conceptualizing upward) of System.
+
+ Ephemera include individual Stances, in-character vs. out-of-character
+ diction and dialogue, referring to texts, sound effects, taking or
+ referring to notes, kibitzing, laughing, praise or disapproval, showing
+ pictures, and anything similar.
+
+ Understanding any Creative Agenda, in this case Narrativism, means
+ examining its potential roles and expressions in the whole model.
+ Narrativism's little code phrase for that purpose is "Story Now."
+
+ Story
+
+ Long ago, I concluded that "story" as a role-playing term was standing in
+ for several different processes and goals, some of which were
+ incompatible. Here's the terms-breakdown I'll be using from now on.
+
+ All role-playing necessarily produces a sequence of imaginary events. Go
+ ahead and role-play, and write down what happened to the characters, where
+ they went, and what they did. I'll call that event-summary the
+ "transcript." But some transcripts have, as Pooh might put it, a "little
+ something," specifically a theme: a judgmental point, perceivable as a
+ certain charge they generate for the listener or reader. If a transcript
+ has one (or rather, if it does that), I'll call it a story.
+
+ Let's say that the following transcript, which also happens to be a story,
+ arose from one or more sessions of role-playing.
+
+ Lord Gyrax rules over a realm in which a big dragon has begun to ravage
+ the countryside. The lord prepares himself to deal with it, perhaps trying
+ to settle some internal strife among his followers or allies. He also
+ meets this beautiful, mysterious woman named Javenne who aids him at
+ times, and they develop a romance. Then he learns that she and the dragon
+ are one and the same, as she's been cursed to become a dragon periodically
+ in a kind of Ladyhawke situation, and he must decide whether to kill her.
+ Meanwhile, she struggles to control the curse, using her dragon-powers to
+ quell an uprising in the realm led by a traitorous ally. Eventually he
+ goes to the Underworld instead and confronts the god who cursed her, and
+ trades his youth to the god to lift the curse. He returns, and the curse
+ is detached from her, but still rampaging around as a dragon. So they slay
+ the dragon together, and return as a couple, still united although he's
+ now all old, to his home.
+
+ The real question: after reading the transcript and recognizing it as a
+ story, what can be said about the Creative Agenda that was involved during
+ the role-playing? The answer is, absolutely nothing. We don't know whether
+ people played it Gamist, Simulationist, or Narrativist, or any combination
+ of the three. A story can be produced through any Creative Agenda. The
+ mere presence of story as the product of role-playing is not a GNS-based
+ issue.
+
+Story Now
+
+ Story Now requires that at least one engaging issue or problematic feature
+ of human existence be addressed in the process of role-playing. "Address"
+ means:
+
+ * Establishing the issue's Explorative expressions in the game-world,
+ "fixing" them into imaginary place.
+
+ * Developing the issue as a source of continued conflict, perhaps
+ changing any number of things about it, such as which side is being
+ taken by a given character, or providing more depth to why the
+ antagonistic side of the issue exists at all.
+
+ * Resolving the issue through the decisions of the players of the
+ protagonists, as well as various features and constraints of the
+ circumstances.
+
+ Can it really be that easy? Yes, Narrativism is that easy. The Now refers
+ to the people, during actual play, focusing their imagination to create
+ those emotional moments of decision-making and action, and paying
+ attention to one another as they do it. To do that, they relate to "the
+ story" very much as authors do for novels, as playwrights do for plays,
+ and screenwriters do for film at the creative moment or moments. Think of
+ the Now as meaning, "in the moment," or "engaged in doing it," in terms of
+ input and emotional feedback among one another. The Now also means "get to
+ it," in which "it" refers to any Explorative element or combination of
+ elements that increases the enjoyment of that issue I'm talking about.
+
+ There cannot be any "the story" during Narrativist play, because to have
+ such a thing (fixed plot or pre-agreed theme) is to remove the whole
+ point: the creative moments of addressing the issue(s). Story Now has a
+ great deal in common with Step On Up, particularly in the social
+ expectation to contribute, but in this case the real people's attention is
+ directed toward one another's insights toward the issue, rather than
+ toward strategy and guts.
+
+Say it yourself
+
+ I receive a lot of emails like this one from Landon Darkwood:
+
+ I think I may have had a revelation.
+
+ ... In your Simulationism essay, you have this: "'Story,' in this context,
+ refers to the sequence of events that provide a payoff in terms of
+ recognizing and enjoying the genre during play."
+
+ Is this the key to distinguishing the [Narrativist vs. Simulationist] play
+ modes? My intepretation of this statement is that in Simulationist gaming,
+ a long and complex story might come about and be part of play, but only
+ for the express purpose of bringing about all the appropriate genre
+ elements in the game as part of the internal consistency of the Dream.
+ i.e., a Sim game Colored with elements from Chinese wuxia movies might
+ have a multilayered story involving class conflict, people being trapped
+ by their social position, repressed romance, heavy action, a sorcerer and
+ his eunuch henchmen - but these are all trappings of the genre. So, their
+ inclusion in the game, part and parcel as they are to the Dream, isn't
+ Narrativist because no one is creating a theme that isn't already there.
+ In other words, it's just played out as the Situation part of the
+ Exploration; because the Dream calls for it, there just so happens to be a
+ kind of intricacy involved.
+
+ In Narrativism, by contrast, the major source of themes are the ones that
+ are brought to the table by the players / GM (if there is one) regardless
+ of the genre or setting used. So, to sum up, themes in Nar play are
+ created by the participants and that's the point; themes in Sim play are
+ already present in the Dream, reinforced by the play, and kind of a
+ by-product.
+
+ Am I on this now?
+
+ "In a word," I replied, "Yes."
+
+ Narrativism has a single definition, but it's difficult to articulate for
+ people grappling with muddled RPG terminology. As far as I was concerned,
+ not only had I presented what Landon said in "GNS and other matters of
+ role-playing theory" ([18]http://www.indie-rpgs.com/articles/1/), I'd
+ repeated it dozens of times in forum discussions. In fact, I'd said it in
+ the message to Landon that immediately preceded this reply. But he had to
+ say it himself, with his own use of words like "just" and "genre." I am
+ now convinced, after many such exchanges, that an "experienced"
+ role-player comes to this conclusion only by working it out in his or her
+ own terms and examples.
+
+ Premise
+
+ How is this done, actually, in play? It relies on the concept of something
+ called Premise and its relationship to an emergent theme.
+
+ I already snuck Premise past you: it's that "problematic issue" I
+ mentioned. I've taken the term from The Art of Dramatic Writing by Lajos
+ Egri. In reading what follows, bear in mind that he is discussing the
+ process of writing, not an existing playscript or a performance:
+
+ ... every good premise is composed of three parts, each of which is
+ essential to a good play. Let us examine "frugality equals waste." The
+ first part of this premise suggest character - a frugal character. The
+ second part, "leads to," suggests conflict, and the third part, "waste,"
+ suggests the end of the play. ...
+
+ A good premise is a thumbnail synopsis of your play. [examples follow,
+ including "Egotism leads to loss of friends." - RE]
+
+ ... What is wrong, then? What is missing?
+
+ The author's conviction is missing. Until he takes sides, there is no
+ play. Does egotism lead to loss of friends? Which side will you take? We,
+ the readers or spectators of your play, do not necessarily agree with your
+ convictions. Through your play you must therefore prove to us the validity
+ of your contention.
+
+ A protagonist is not "some guy," but rather "the guy who thinks THIS, and
+ does something accordingly when he encounters adversity." Stories are not
+ created by running some kind of linear-cause program, but rather are
+ brutally judgmental statements upon the THIS, as an idea or a way of
+ being. That judgment is enacted or exemplified in the resolution of the
+ conflict, and a conviction that is proved to us (as Egri says),constitutes
+ theme. Even if we (the audience) disagree with it, we at least must have
+ been moved to do so at an emotional level.
+
+ I think that any reliable means of story-writing, in any medium, conforms
+ to Egri's principles. They may seem simplistic: the burning passion of the
+ protagonist directly expresses a burning passion of the author's, who uses
+ the plot as a polemic to demonstrate it. However, "Why Johnny shouldn't
+ smoke dope" is only the starting point. More nuanced, ambiguous, and
+ insightful applications arise insofar as more nuanced, ambiguous, and
+ insightful authors and audiences are involved.
+
+ I said earlier that any role-playing can produce a story, and that's so.
+ But Narrativist role-playing is defined by the people involved placing
+ their direct creative attention toward Premise and toward birthing its
+ child, theme. It sounds simple, and in many ways it is. The real variable
+ is the emotional connection that everyone at the table makes when a
+ player-character does something. If that emotional connection is
+ identifiable as a Premise, and if that connection is nurtured and
+ developed through the real-people interactions, then Narrativist play is
+ under way. Some nuances:
+
+ * "Character does something" can mean foreshadowing, flashback, and
+ anything in between. It can mean the character is just thinkin' about
+ it, or it can mean the character flat-out does it. As long as the
+ fictional character is brought into the perceptions and possible
+ emotional responses of the other people at the table, then it counts.
+
+ * It doesn't matter whether the character fictionally "meant" to do the
+ action, premeditated it, or acted on-the-spot.
+
+ * In stories (unlike real life), the character's immediate environment
+ is kind of a weird sidekick, who sometimes acts in the character's
+ favor and sometimes against him or her. "Character does something"
+ often includes this sidekick's behavior.
+
+ * "Identifiable" means assessing how the players treat one another
+ during the process, socially.
+
+ From my essay "GNS and related matters of role-playing theory"
+ ([19]http://www.indie-rpgs.com/articles/1/):
+
+ Narrativist Premises focus on producing Theme via events during play.
+ Theme is defined as a value-judgment or point that may be inferred from
+ the in-game events. My thoughts on Narrativist Premise are derived from
+ the book The Art of Dramatic Writing by Lajos Egri, specifically his
+ emphasis on the questions that arise from human conundrums and passions of
+ all sorts.
+
+ * Is the life of a friend worth the safety of a community?
+
+ * Does love and marriage override one's loyalty to a political cause?
+
+ * And many, many more - the full range of literature, myth, and stories
+ of all sorts.
+
+ Narrativist Premises vary regarding their origins: character-driven
+ Premise vs. setting-driven Premise, for instance. They also vary a great
+ deal in terms of unpredictable "shifts" of events during play. The key to
+ Narrativist Premises is that they are moral or ethical questions that
+ engage the players' interest. The "answer" to this Premise (Theme) is
+ produced via play and the decisions of the participants, not by
+ pre-planning.
+
+ * A possible Narrativist development of the "vampire" initial Premise,
+ with a strong character emphasis, might be, Is it right to sustain
+ one's immortality by killing others? When might the justification
+ break down?
+
+ * Another, with a strong setting emphasis, might be, Vampires are
+ divided between ruthlessly exploiting and lovingly nurturing living
+ people, and which side are you on?
+
+ I'm still saying the same thing. But now, I've returned to my earlier
+ usage; it's the only meaning for the term "Premise" in my model.
+
+ That bit about moral and ethical content is merely one of those
+ personalized clincher-phrasings that some people find helpful. It helps to
+ distinguish a Premise from "my guy fought a dragon, so that's a conflict,
+ so that's a Premise" thinking. However, if these terms bug you, then say,
+ "problematic human issue" instead.
+
+ Egri presents his Premises as flat statements, and I state them as
+ questions. Using the question form isn't changing anything about what Egri
+ is saying. Premise must pose a question to the real people, creator and
+ audience alike. The fictional character's belief in something like
+ "Freedom is worth any price" is already an implicit question: "Is it
+ really? Even when [insert Situation]?" Otherwise it will fail to engage
+ anyone.
+
+ Egri's statement-construction is very useful for the single author faced
+ with a blank sheet of paper, with the goal at hand being a finished
+ script. The audience will see the play, not the process of creation.
+ However, in the role-playing medium, not only are there multiple authors,
+ but the audience is also composed of these same authors, and their
+ appreciation of the material occurs simultaneously with the significant
+ creative decisions. Therefore, the Premise's imaginary resolution is up
+ for grabs among the group in role-playing, just as it is up for grabs
+ within the author's own head before the play reaches final draft. In the
+ latter case, the jump to "the point" is swift and hopefully certain; in
+ the former case, the new medium, it is anything but. I phrase it as a
+ question for role-playing, to indicate that everyone involved has his or
+ her fair crack at it as one of the authors.
+
+ From Robin Laws' essay "The Literary Edge," published in Over the Edge
+ (Atlas Games, 1992):
+
+ OTE is, among other things, an attempt to further the development of
+ role-playing as art. GMs will find it fruitful to approach decisions as an
+ artist creating a collaborative work with players. The idea of
+ collaboration is important: the GM is not a "storyteller" with the players
+ as audience, but merely a "first among equals" given responsibility for
+ the smooth progress of the developing story.
+
+ ... The GM is not a movie director, able to order actors to interpret a
+ script a given way. Instead, he should be seeking ways to challenge PCs,
+ to use plot development to highlight aspects of their character, in hopes
+ of being challenged in return.
+
+ ... For years, role-players have been simulating fictional narratives the
+ way wargamers recreate historical military engagements. They've been
+ making spontaneous, democratized art for their own consumption, even if
+ they haven't seen it in those terms. Making the artistry conscious is a
+ liberating act, making it easier to emulate the classic tales that inspire
+ us. Have fun with it, and enjoy your special role in aesthetic history -
+ it's not everybody who gets to be a pioneer in the development of a new
+ art form.
+
+ Egri's Premise, meet role-playing. Oh, I can quibble ... instead of the
+ word "conscious," I prefer "mindful," and I think that "emulate the
+ classic tales" is a bit simplistic, but never mind. The point is, if you
+ want a Narrativist Manifesto from one of the great minds of role-playing,
+ then there you go.
+
+ Here's a bit more about that theme business. Think of it as the conclusive
+ "uh!" that may accompany the climax and resolution of a story. It's
+ uttered by the playwright as he hits a certain key or scribes a certain
+ sentence, by the audience members at a certain point as they view the
+ play, and by role-players in both capacities during the session, often
+ simultaneously.
+
+ From the discussion of themes in the chapter "The Art of Storytelling" in
+ Demon's Lair: the "God" Guide (Lasalion Games, 2002):
+
+ The theme is the idea that you wish to explore in the story. It brings
+ unity to the story and is explored throughout the story by the actions of
+ the players and the main characters. Even the obstacle or conflict that
+ forms the plot usually resonates with the theme. It is the thread that
+ ties everything together and usually teaches the players something.
+
+ Substitute Premise for theme, and theme for the "something," and that's
+ just about right. I especially like the implied causality: (1) the actions
+ of the players (2) teach the players something, which becomes non-circular
+ when play actually addresses Premise. Unfortunately, few other features of
+ Demon's Lair, including the example which follows the above text, are
+ consistent with this point, and most are wildly at odds with it.
+
+ More insights about theme are available in Chris Chinn's article "The
+ power of myth" in Daedalus #1, in which the word "theme" may be
+ substituted for "myth" throughout.
+
+ The other way: pastiche
+
+ What happens when you want a story but don't want to play with Story Now?
+ Then the story becomes a feature of Exploration with the process of play
+ being devoted to how to make it happen as expected. The participation of
+ more than one person in the process is usually a matter of providing
+ improvisational additions to be filtered through the primary
+ story-person's judgment, or of providing extensive Color to the story.
+ Under these circumstances, the typical result is pastiche: a story which
+ recapitulates an already-existing story's theme, with many explicit
+ references to that story.
+
+ Is pastiche necessarily bad and evil? No. Is non-pastiche necessarily
+ incredibly good? No.
+
+ Here's a little dialogue between me and one of the first-draft readers of
+ this essay:
+
+ Jesse: Now we come to a point of personal confusion. Pastiche. I still
+ don't get it, in any medium. If the Situation involves "...class conflict,
+ people being trapped by their social position, repressed romance..." and
+ the GM lets the players resolve it anyway they like, then how is that not
+ Narrativist?
+
+ Me: It is Narrativist. What you're describing is not pastiche, or more
+ clearly, it typically does not produce pastiche. The key is the "resolve
+ it any way they like" part.
+
+ Jesse: Similarly if I'm writing a story and I make a check-list of items I
+ feel like I "need" to include to tell the "kind of" story I want to tell,
+ and I have a character experience and resolve those things, then how have
+ I not written a new story?
+
+ Me: You have. What you're missing is that pastiche does not do this at all
+ - instead, it references existing works in order to re-invoke what they,
+ originally, provided for the reader/viewer, rather than doing it on its
+ own. Die Hard is an outstanding movie. Passenger 57 stinks on ice. Why?
+ Because Passenger 57 is only enjoyable if it reminds you, successfully, of
+ Die Hard. Same goes for Broken Arrow, Con Air, and a slew of similar
+ films. [Disclosure: I do enjoy many of these films, on the basis of the
+ "reminder" alone. - RE]
+
+ And it's not a matter of "who does it first." Die Hard works because it
+ nails its Premise, with the explosions and one-liners all being supportive
+ of that goal. The other movies fail to provide Premise of their own,
+ merely using the explosions and one-liners to remind you of Die Hard, and
+ by (putative) extension, tapping into Die Hard's Premise through
+ association alone.
+
+ Jesse: I guess I'm having trouble resolving a couple of things. Either I
+ can't imagine the items listed above being included in the absence of
+ Premise or I'm too stuck on the idea that there's nothing new under the
+ sun. I mean how many romantic comedies are written off the premise, "true
+ love can only be found by putting aside petty differences." Are you saying
+ that 90% of romantic comedies are just pastiche? And if you are saying
+ that, then aren't you putting kind of a tall order up if for something to
+ be Narrativist it has to say something totally unique that no one has ever
+ said before?
+
+ Huh, I just noticed that I did shift focus from repetition of elements
+ that express a Premise to repetition of Premise itself, so maybe that has
+ something to do with my confusion.
+
+ Me: Yes, it does. With any luck my text above has helped. It's not the
+ "new-ness" of the Premise or theme, it's its presence and power in the
+ particular story. Pastiche has no such presence or power, just reminders
+ of them in other stories through common motifs. Many romantic comedies are
+ indeed pastiche (some of them quite clever), but a certain number of them
+ are not - and whether they say the same thing as, say, Gentlemen Prefer
+ Blondes or The Devil and Miss Jones is irrelevant. The point is whether
+ they as self-contained stories actually do say it, or anything at all.
+
+ Jesse: I'm just still a little confused between Narrativism and
+ Simulationism where the Situation has a lot of ethical/moral problems
+ embedded in it and the GM uses no Force techniques to produce a specific
+ outcome. I don't understand how Premise-expressing elements can be
+ included and players not be considered addressing a Premise when they
+ can't resolve the Situation without doing so.
+
+ Me: There is no such Simulationism. You're confused between Narrativism
+ and Narrativism, looking for a difference when there isn't any.
+
+ My final point for this issue is that creating pastiche is primarily a
+ form of fandom, pure homage to an existing body of work. Most High Concept
+ Simulationist play gravitates toward it, and some game texts are
+ explicitly about nothing else.
+
+Issues on the table
+
+ I submit that playing in the Narrativist mode is just as intuitive and
+ instantly understood by most people as Gamist play. Not everyone agrees.
+
+ Two sources of resistance and confusion
+
+ The most difficult aspect of writing this essay is the presence of two
+ distinct problematic audiences, neither of which I realized existed when I
+ first wrote System Does Matter ([20]http://www.indie-rpgs.com/articles/1).
+ - Role-players who greatly value the story quality of their transcripts,
+ but don't play Narrativist to make them. It's often painful for them to
+ be, as they see it, relegated to Simulationist play (usually Exploration
+ of Situation). "We create stories too, dammit!" - Role-players who play
+ Narrativist already, but who think what I'm describing must be harder or
+ more abstract than it is. Since they can identify Exploration of Character
+ and Situation in their play preferences, they think they must be playing
+ Simulationist. "That's Narrativist? But we do that, using a plain old
+ well-known role-playing game - it can't be Narrativist!"
+
+ The first problem these audiences pose for me is that any point, example,
+ or clarification I make that's specific to one of them is automatically
+ misleading for the other.
+
+ The second problem is that, when I say Not Narrativist to the first, and
+ when the second mistakenly says Not Narrativist to me, then Narrativism as
+ a label gets misconstrued as "how Ron himself plays."
+
+ I can't afford giving special consideration to these outlooks in this
+ essay. Otherwise I'd have to write three separate essays, two of them
+ piece-by-piece dismantling the respective bugaboos, and one "everyone else
+ essay." I've decided to reserve the customized discussions for the on-line
+ forums.
+
+ What it ain't
+
+ The following misunderstandings only arise from exposure to the
+ role-playing subculture, as distinct from the activity. I'll have more to
+ say about that later in the essay.
+
+ 1. The so-called Storyteller rules-set is not especially, nor even
+ partly, facilitative toward Narrativist play. Furthermore, I have
+ observed only a decided minority of White Wolf play that can be called
+ Narrativist, usually involving considerable rules-Drift.
+
+ 2 (related). Adhering to published metaplot which is intended to surprise
+ and involve players in tandem with their characters, or any similar
+ one-hand-on-rudder for the crucial story decisions, will not facilitate
+ Narrativist play.
+
+ 1. The number of textual rules involved, as well as how much the rules
+ must be consulted during play, are irrelevant. "Narrativist? Must be
+ rules-light!" is just one of those little humps to get over.
+
+ 2. Focusing on single Techniques to define Narrativism will not yield
+ understanding. For instance, Drama resolution is not in and of itself
+ Narrativist. Nor are the common use of improvisation, trading of
+ narration, and overt Director stance, in and of themselves,
+ Narrativist play.
+
+ 3. Issues of "consciousness" in terms of Premise are collectively a
+ complete red herring. People daily address Premise without
+ self-reflecting, both as audience and authors. There's no special need
+ to say to one another, "This is the Premise" in order to be playing
+ Narrativist. Laws' term "conscious" and my "mindful" only refer to the
+ attention to and social reinforcement of the process - not to
+ self-analytical or abstract discussion about the content.
+
+ 4. Narrativist play doesn't force a "separation" from the imaginative
+ commitment to the role-playing. As the whole medium of Creative Agenda
+ is Exploration, you don't have to diminish Exploration at all during
+ Narrativist play. It is instead focused and heightened as the
+ mechanism for addressing Premise.
+
+ 5. Depth and profundity of the Premise and/or theme are false variables.
+ The key issue is whether participants care enough to produce a point,
+ not whether the point is deep.
+
+Fundamental Techniques
+
+ People's creative roles: what you do
+
+ Narrativist play makes special use of the general role-playing principle
+ that the participants are simultaneously authors and audience. The common
+ metaphor of improvisational jazz applies quite well, better than any other
+ medium-comparison. "Entertainment," in role-playing in general and in
+ Narrativist play especially, does not flow from playwright to script to
+ production team to audience. Instead, the shared-imagining act = the
+ shared-performance act = the entertainment = the audience feedback.
+
+ Role-playing texts are consistently very confusing about how conflicts and
+ resolutions are established in play, especially in games whose mechanics
+ and some features of their instructions suggest Narrativist play. "Prep
+ and plan carefully! But story never goes as planned, so be ready to change
+ and improvise!" What's that supposed to mean, from a Narrativist
+ perspective?
+
+ I grappled with this in my own work - from the chapter "Fantastic
+ Adventure" in Sorcerer & Sword (Adept Press, 2001, author is Ron Edwards):
+
+ The doctrine for Sorcerer & Sword relies ... on the following idea: -
+ Playing this game, for all concerned, means creating stories about one or
+ more heroic protagonists. - The player produces the protagonist's
+ decisions and thus directly creates the story. - The GM makes it possible
+ for such play to occur, and therefore has great power over events in the
+ game world. However, he or she does not determine the protagonists'
+ actions, and must fully respond to those actions when they do occur.
+
+ Therefore, the GM cannot be considered "the narrator" or "the storyteller"
+ in any way, shape, or form. Such an entity exists as the outcome of the
+ GM-player interface and continuing creativity. His or her arbitrative role
+ in game events, as well as most of the Director power over time and space,
+ do remain. But the purpose of that role is inspiring and facilitating, not
+ dictating.
+
+ That text is specific to Sorcerer, so it needs expanding into what the
+ term "GM" means in the first place, and how the answer is subordinate to
+ Creative Agenda - and in fact, is nothing more nor less than a Techniques
+ question for role-playing in general.
+
+ I suggest that considering "the GM" to be either (a) necessarily one
+ person or (b) a specific and universally-consistent role is badly mistaken
+ - we are really talking about a set of potential behaviors (roles, tasks,
+ whatever) which may be independently centralized within or distributed
+ across a group of people. Here are some of those GM behaviors, roles, and
+ tasks: - rules-applier and interpreter, as in "referee" - in-game-world
+ time manager - changer of scenes - color provider - ensurer of protagonist
+ screen time - regulator of pacing (in real time) - authority over what
+ information can be acted upon by which characters - authority over
+ internal plausibility - "where the buck stops" in terms of establishing
+ the Explorative content - social manager of who gets to speak when
+
+ A given role-playing experience must have these things - there is no such
+ thing as "GM-less" play. But which of these require(s) enforcing varies
+ greatly, as does whether they are concentrated into a particular person,
+ and as does whether that person is openly acknowledged as such. What
+ matters for Narrativist play, however, isn't any specific point in the
+ diversity-matrix of these variables - it's about what the person (or
+ persons) currently in the GM-role is responsible for.
+
+ From Maelstrom (Hubris Games, 1997, author is Christian Aldridge):
+
+ Narrative Tools
+
+ ... The whole premise of role-playing is the freedom the players have to
+ take their characters in whatever direction they want. It is important to
+ maintain this free will, and not lead the players with a heavy hand down a
+ course only the narrator controls. Though the narrator may tell a good
+ story, it loses the rich creative spirit of role-playing if the players
+ have little say in what happens.
+
+ Putting aside the synecdoche ("the whole premise," etc), two key features
+ show up in this passage as well as in the whole of the Maelstrom game
+ text. (1) No mention is made whatever of seeming to grant player control -
+ it's real freedom he's talking about. (2) The freedom is specifically over
+ what the character thinks is right and decides to do: the goal he or she
+ brings into the current imaginary situation. The GM ("narrator" in this
+ case) cannot wield any authority over what the characters are supposed to
+ want, which therefore extends to a similar lack of authority over how any
+ conflict during play is supposed to turn out.
+
+ From Christopher Kubasik's Interactive Toolkit series of essays (1995,
+ originally published in White Wolf Inphobia #50-53):
+
+ So, what are the differences between roleplaying games and Story
+ Entertainments? Let's start with roleplaying's GM (referee, Storyteller,
+ or whatever). This is usually the person who works out the plot, the world
+ and everything that isn't the players'. To a greater or lesser degree, she
+ is above the other players in importance, depending on the group's
+ temperament. In a Story Entertainment, she is just another player.
+ Distinctly different, but no more and no less than any other player. The
+ terms GM and referee fail to convey this spirit of equality. The term
+ Storyteller suggests that the players are passive listeners of her tale.
+ So here's another term for this participant - one that invokes the spirit
+ of Story Entertainment - Fifth Business.
+
+ Fifth Business is a term that originates from European opera companies. A
+ character from Robertson Davies' novel, ... Fifth Business, describes the
+ term this way:
+
+ "You cannot make a plot work without another man, and he is usually a
+ baritone, and he is called in the profession Fifth Business. You must have
+ a Fifth Business because he is the one who knows the secret of the hero's
+ birth, or comes to the assistance of the heroine when she thinks all is
+ lost, or keeps the hermitess in her cell, or may even be the cause of
+ someone's death, if that is part of the plot. The prima donna and the
+ tenor, the contralto and the basso, get all the best music and do all the
+ spectacular things, but you cannot manage the plot without the Fifth
+ Business!"
+
+ This certainly sounds like the GM, but it also makes it clear that he's
+ part of the show, not the show itself.
+
+ Let's call the players Leads. They're not players in the GM's game.
+ They're participants in a story. The Fifth Business has a lot more work to
+ do than do the Leads, changing costumes and shaping the story while it's
+ in progress. But the Leads are equal to the Fifth Business. The Leads must
+ react to the characters, incidents, and information that the Fifth
+ Business offers, just as players must react to what the GM offers in a
+ roleplaying game. But the Fifth Business must always be on his toes and
+ react to what the Leads offer.
+
+ ... The Fifth Business can't decide what the plot is going to be and then
+ run the players through it like mice in a maze. The Leads determine the
+ direction of the story when they create their characters ... What do the
+ characters want? What are their goals? The story is about their attempt to
+ gain those goals. The Fifth Business creates obstacles to those goals.
+
+ [From Part 3, "Character, character, character"]
+
+ As the designer of the character you shouldn't simply depend on the Fifth
+ Business ... to provide you with trouble. You should look for trouble for
+ your character. ...
+
+ Moreover, you know best of all what kind of problems you want for your
+ character. ... in a story entertainment you're not the passive passenger
+ in the gamemaster's roller coaster. You are a co-creator with Fifth
+ Business and the other players of a story.
+
+ [From Part 4, "Running Story Entertainments"]
+
+ Listen to the players, keep in mind the idea of obstacles, mix up volatile
+ characters and objects, and remember you don't have to know where you're
+ going. No roleplaying game ever follows the "path" of the story anyway, so
+ a story entertainment just dismisses the whole notion of adventure. Rather
+ than become frustrated when the characters don't do what they're supposed
+ to, let them lead the story with their Characters' Goals.
+
+ It all comes down to this: a "player" in a Narrativist role-playing
+ context necessarily makes the thematic choices for a given
+ player-character. Even if this role switches around from person to person
+ (as in Universalis), it's always sacrosanct in the moment of decision.
+ "GMing," then, for this sort of play, is all about facilitating another
+ person's ability to do this.
+
+Protagonism
+
+ In all role-playing, the player-character is the lens of the Creative
+ Agenda at work. That's right, I said all role-playing.
+
+ * Simulationist = the character "fits" - its setting, capabilities,
+ outcomes, behavior patterns, and so on, all reinforce the Dream for
+ everyone.
+
+ * Gamist = the character is a direct opportunity for player-strategy.
+ Its construction doesn't hamstring the player (except with agreed-upon
+ handicaps) and permits him or her to Step On Up.
+
+ * Narrativist = the character's predicament is how Premise is seen/felt
+ in full, and what he does, and what happens is how a theme is
+ realized.
+
+ By definition, a character faces "relevant stress" for the Creative
+ Agenda. The term used most often for that is "adversity," and it is
+ required in all three modes of play. Without it, there is no Situation.
+ Without Situation, there's no role-playing, just sitting around and
+ diddling. You can tell when this happens: everyone stops paying attention
+ to one another, and quite likely the one person talking is only paying
+ attention to himself or herself. Adversity, which may come from any
+ participant during play, is the key.
+
+ Now we run into a conceptual tangle. In literary terms, if there's a
+ story, there's one or more protagonists. Since story can arise from any
+ sort of role-playing, then protagonism of the relevant character comes
+ with that, part and parcel. However, "protagonism" at the Forge as
+ discussed most frequently by Paul Czege, tends to focus on very specific
+ processes of play: those which prompt Premise-addressing interest in a
+ given character among all of the real-person participants; in other words,
+ a specifically Narrativist process.
+
+ That's a real terminological conundrum. I shudder at the thought of
+ co-opting the term "protagonist" into anything besides the fictional
+ context of a story, regardless of how it was produced. However, I also
+ want to preserve Paul's point that people may establish emotional,
+ relatively high-stakes connections to other people's player-characters.
+ But neither are restricted to Narrativist play.
+
+ Fortunately, for discussing Narrativist play by itself, the two things are
+ one and the same. Which means I shall happily relegate debate about the
+ term in a larger (all of role-playing) sense to the forums and neatly
+ dodge it for purposes of the essay.
+
+ So let's talk about Narrativist protagonism and how it's established,
+ starting with the adversity. From Sorcerer (Adept Press, 2001, author is
+ Ron Edwards):
+
+ GET TO THE BANGS!
+
+ Bangs are those moments when the characters realize they have a problem
+ right now and have to get moving to deal with it. It can be as simple as a
+ hellacious demon crashing through the skylight and attacking the
+ characters or as subtle as the voice of the long-dead murder victim
+ answering when they call the number they found in the new murder victim's
+ pockets.
+
+ But that needed clarifying, so from Sorcerer & Sword (Adept Press, 2001,
+ author is Ron Edwards):
+
+ Driving with Bangs ... how is the poor GM able to assure any happenings
+ when he or she is no longer the primary author?
+
+ ... It is the GM's job to present and, for lack of a better word, drive
+ Bangs, in the sense of driving a nail or driving something home. In
+ narrative terms, Bangs tend to come as one of the following: [list follows
+ with details; to summarize: crisis to crisis, twist to twist, link to
+ link, locale to locale - RE]
+
+ Ultimately, all of these elements provided by the GM are the same thing: a
+ means for moving from decision to decision on the part of the players.
+ Bangs are always about player-character responses.
+
+ This is why Bangs are not represented by many of the fight scenes or clues
+ in traditional role-playing. Throwing mad hyenas at the player-characters
+ is not a Bang if the only result of the fight is to wander into the next
+ room. Nor is a clue a Bang at all if all it does is show where the next
+ clue may be found. A real Bang gives the player options and requires his
+ or her decision about how to handle it, which in turn reveals and develops
+ the player-character as a hero.
+
+ In Sex & Sorcery (2003), I presented some further terms to represent
+ multiple-person input and some other nuances into the Bang concept: Bobs,
+ Weavings, Crosses, and Openings; all are listed in the glossary following
+ this essay.
+
+ Aside from a lack of adversity, the other issue regarding protagonism is
+ the problem of de-protagonizing, a term coined by Paul Czege.
+ Deprotagonizing literally means to deprive a person of the means to
+ express one of the bulleted points above (depending on the Creative Agenda
+ at hand; Paul is usually discussing Narrativist play). There are dozens of
+ ways to do that, and all of them are grounds for instant breaking of the
+ Social Contract for that play-experience. No one accepts deprotagonization
+ willingly; those bulleted points are heartfelt priorities at the very core
+ of Creative Agenda. As a minor but thought-provoking point, character
+ death is not deprotagonizing if it satisfies the Creative Agenda for that
+ person and group.
+
+ Nearly all of the dysfunctional issues described later in the essay
+ concern deprotagonizing in the context of Narrativist play, which is best
+ defined as Force: the final authority that any person who is not playing a
+ particular player-character has over decisions and actions made by that
+ player-character. This is distinct from information that the GM imparts or
+ chooses not to impart to play; I'm talking about the protagonists'
+ decisions and actions. In Narrativist play, using Force by definition
+ disrupts the Creative Agenda.
+
+ Force techniques include IIEE manipulation, fudged/ignored rolls,
+ perception management, clue moving, scene framing as a form of reducing
+ options, directions as to character's actions using voiced and unvoiced
+ signals, modifying features of various NPCs during play, and authority
+ over using textual rules. The Golden Rule of White Wolf games is, in
+ application, a mandate for Force.
+
+ Force Techniques often include permitting pseudo-decisions, which we can
+ discuss at the Forge if necessary. Also, Force Techniques do vary in how
+ flexible a scene's outcome is permitted to be. Some GMs (to use the
+ classic single-GM context) might do anything up to actually picking up
+ your dice for you in order for you to talk to "that guy," or he might let
+ the characters miss the clue, either 'porting it to another character or
+ letting its absence go ahead and affect the outcome.
+
+System - "it does matter" all over again
+
+ Remember the System "bow" which shoots the Creative Agenda arrow? It must
+ be an active tool. The Explorative Situation must change with verve -
+ anything that introduces ebbs, flows, and unpredictable elements into the
+ real-person decision-making process. That's what System does, whether it's
+ composed entirely of dialogue or relies on pages and pages of probability
+ charts. How does it do it? Through the combinations of Techniques being
+ employed.
+
+ I'll focus on one bit of System: resolution. I'll break it up into
+ Techniques regarding what exactly is being resolved. For Narrativist play,
+ the key is to focus on conflicts rather than tasks. A conflict statement
+ is, "I'm trying to kill him," or, "I'm trying to humiliate him," whereas a
+ task statement is, "I swing my sword at him." (It doesn't matter, by the
+ way, how much in-game time and space are involved; conflict resolution can
+ be "very small" and task resolution can be "very big." We can discuss this
+ more on-line.) I submit that trying to resolve conflicts by hoping that
+ the accumulated successful tasks will turn out to be about what you want,
+ is an unreliable and unsatisfying way to role-play when developing
+ Narrativist protagonism.
+
+ How does this relate to game mechanics? I'll take the most-common example
+ of Fortune systems. The big distinction I want to make is between
+ Fortune-in-the-Middle and the more commonly-understood Fortune-at-the-End.
+ For the record, I think both go back to the very beginning of
+ role-playing; I didn't invent anything by naming them.
+
+ Fortune-at-the-End: all variables, descriptions, and in-game actions are
+ known, accounted for, and fixed before the Fortune system is brought into
+ action. It acts as a "closer" of whatever deal was struck that called for
+ resolution. A "miss" in such a system indicates, literally, a miss. The
+ announced blow was attempted, which is to say, it was also perceived to
+ have had a chance to hit by the character, was aimed, and was put into
+ motion. It just didn't connect at the last micro-second.
+
+ Fortune-in-the-Middle: the Fortune system is brought in partway through
+ figuring out "what happens," to the extent that specific actions may be
+ left completely unknown until after we see how they worked out. Let's say
+ a character with a sword attacks some guy with a spear. The point is to
+ announce the character's basic approach and intent, and then to roll. A
+ missed roll in this situation tells us the goal failed. Now the group is
+ open to discussing just how it happened from the beginning of the action
+ being initiated. Usually, instead of the typical description that you
+ "swing and miss," because the "swing" was assumed to be in action before
+ the dice could be rolled at all, the narration now can be anything from
+ "the guy holds you off from striking range with the spearpoint" to "your
+ swing is dead-on but you slip a bit." Or it could be a plain vanilla miss
+ because the guy's better than you. The point is that the narration of what
+ happens "reaches back" to the initation of the action, not just the
+ action's final micro-second.
+
+ There's a whole spectrum of extreme connect/disconnect between conflict
+ and task. At one end, the task does fail, but the goal fails too, perhaps
+ with a nuance or two. The other end is much wider in interpretative scope:
+ we know the character's goal (killing some guy) doesn't happen, but with
+ those in place, narration takes over to provide all the events involved.
+ Applying different judgments along this spectrum, for different parts of
+ play, is a big deal in games like Dust Devils, Trollbabe, Sorcerer, and
+ HeroQuest. In Sorcerer, failing a dice roll means failing the goal, almost
+ always due to failing at the task; in Dust Devils, certain card outcomes
+ dictate that you fail at the goal, but whether the task failed or
+ succeeded within that context is entirely up for grabs and determined by
+ that scene's designated narrator. HeroQuest and Trollbabe permit the group
+ to customize between these extremes as they see fit for that scene.
+
+ Fortune-in-the-Middle as the basis for resolving conflict facilitates
+ Narrativist play in a number of ways.
+
+ * It preserves the desired image of player-characters specific to the
+ moment. Given a failed roll, they don't have to look like incompetent
+ goofs; conversely, if you want your guy to suffer the effects of cruel
+ fate, or just not be good enough, you can do that too.
+
+ * It permits tension to be managed from conflict to conflict and from
+ scene to scene. So a "roll to hit" in Scene A is the same as in Scene
+ B in terms of whether the target takes damage, but it's not the same
+ in terms of the acting character's motions, intentions, and experience
+ of the action.
+
+ * It retains the key role of constraint on in-game events. The dice (or
+ whatever) are collaborators, acting as a springboard for what happens
+ in tandem with the real-people statements.
+
+ Not all versions of this principle are alike. Some of them involve
+ scene-scale resolution (Story Engine), some involve narration-trading
+ (Dust Devils), some are heavily integrated with tactics (The Riddle of
+ Steel), and some of them require role-playing "bits" to justify
+ incorporating system features (The Dying Earth).
+
+ Some Fortune-in-the-Middle applications give opportunities for tweaking
+ after the roll: usually, spending points of some kind after the dice have
+ hit the table to alter the effects. Some games have this feature and some
+ don't; Forge jargon calls such things "FitM with teeth" because such a
+ system forces the group to acknowledge that the dice do not "finish" the
+ job of resolution.
+
+ Does Fortune-in-the-Middle define Narrativism? No, nor does it even
+ facilitate it in isolation. It's merely a strong component of many
+ Narrativist-facilitating combinations of Techniques; I've left its
+ potential integration with reward and behavioral mechanics out of this
+ discussion.
+
+ Is there such a thing as Fortune-at-the-beginning? Playtesting so far
+ indicates that it's not very satisfying for Narrativist play; see
+ discussions at the Forge of Human Wreckage and The World the Flesh and the
+ Devil.
+
+ Is Fortune the only resolution method for conflict resolution? The answer
+ is emphatically no. The two main alternatives are apparently Karma +
+ Resource management, which I consider to be underdeveloped at this point,
+ and highly-structured Drama, which may be investigated through Puppetland,
+ Soap, and to a lesser extent Universalis.
+
+ The game world
+
+ Since Exploration is best understood as a medium and tool in Narrativist
+ play, rather than a product itself, the role of "in game reality" needs
+ some review - not so much about who has authority over it (the usual
+ concern in Simulationist play), but what the heck it is. The answer is,
+ it's a medium and tool for addressing Premise, and nothing more at all.
+
+ From Maelstrom (Hubris Games, 1994, author is Christian Aldridge):
+
+ Literal vs. Conceptual
+
+ A good way to run the Hubris Engine is to use "scene ideas" to convey the
+ scene, instead of literalisms. ... focus on the intent behind the scene
+ and not on how big or how far things might be. If the difficulty of the
+ task at hand (such as jumping across a chasm in a cave) is explained in
+ terms of difficulty, it doesn't matter how far across the actual chasm
+ spans. In a movie, for instance, the camera zooms or pans to emphasize the
+ danger or emotional reaction to the scene, and in so doing it manipulates
+ the real distance of a chasm to suit the mood or "feel" of the moment. It
+ is then no longer about how far across the character has to jump, but how
+ hard the feat is for the character. ... If the players enjoy the challenge
+ of figuring out how high and far someone can jump, they should be allowed
+ the pleasure of doing so - as long as it doesn't interfere with the
+ narrative flow and enjoyment of the game.
+
+ The scene should be presented therefore in terms relative to the
+ character's abilities ... Players who want to climb onto your coffee table
+ and jump across your living room to prove that their character could jump
+ over the chasm have probably missed the whole point of the story.
+
+ The "doesn't interfere" matches to my "prioritization." The "narrative
+ flow and enjoyment" matches to addressing Premise. The "whole point of the
+ story" and "intent behind the scene" are Premise itself, expressed in this
+ scene as a Bang. More topically, I can think of no better text to explain
+ the vast difference between playing the games RuneQuest and HeroQuest.
+
+ Stance
+
+ A lot of mental sweat has been shed to try to link Stances with modes and
+ goals of play. I think most of that discussion was misguided by an overly
+ 1:1 approach. In my big model as currently constructed, only combinations
+ of Ephemera comprise a Technique, so we're not talking about one Stance in
+ a given moment, but the distribution of Stances through multiple character
+ actions, decisions, and scenes. And that's only one Technique, which is
+ not enough to dictate or identify Creative Agenda.
+
+ Bearing all that in mind, Author Stance may be considered the default for
+ Narrativist play only in the sense that it needs to be in there somewhere.
+ Narrativist play doesn't have to be exclusively in this Stance, nor does
+ it even have to be employed more often than the others. The only
+ requirement is that it be present in a significant way. Narrativist play
+ is very much like Gamist play in this regard, and for the same reason: the
+ player of a given character takes social and aesthetic responsibility for
+ what that character does.
+
+ Narration the non-issue
+
+ Before going on, I'll take a quick break to discuss "narration," which is
+ no more and no less than saying what happens in the imaginary events. I
+ want to distinguish saying what happens (narrating) from establishing what
+ happens (currently a non-named concept), because they are often confused.
+ I'm taking the
+
+ I'll break it down.
+
+ * Narration is not a Drama mechanic unless it is literally the means of
+ resolution.
+
+ * Narration is in practice shared among members of a role-playing group
+ and far less centralized than most people think.
+
+ The only concern about narration per se is that its relationship to
+ establishing-what-happens must be clear. That entails that how things are
+ established is itself clear: is it ad-lib? is the GM where the buck stops?
+ is it traded about, organized in any way? or what? Those are good
+ questions, but once they're established, narration is a no-brainer.
+
+ Game texts are typically astonishingly bad at explaining this issue.
+ Positive exceptions for Narrativist-leaning games include Soap, The Pool,
+ and Universalis, and other recent games like InSpectres, Otherkind, Dust
+ Devils, Trollbabe, and Donjon, which all distribute narration around the
+ group as a means of distributing who establishes what.
+
+Historical diversity of Narrativist play
+
+ Narrativist play-procedures are pretty scattered in terms of actual game
+ books. I suggest that titles and texts are really just rustles in the
+ bushes, such that one has to infer the actual play that either informed
+ them or might have proceeded from them. For most of what follows, I've
+ spoken with game designers and many, many play-groups about these issues.
+
+ I think that Narrativist play goes back to the beginning of role-playing.
+ Yes, a "non-Narrativism" shroud descended over role-playing design and
+ publishing, but I think that dates from the mid-late 1980s. In other
+ words, the "Narrativist revolution" of 2000-2003 is not an innovation, but
+ a return to a lost art.
+
+ Looking at earlier games from a Techniques perspective, a shift to
+ Narrativist play within the larger Gamist context is apparent in some
+ Tunnels & Trolls, as discusssed in "Gamism: Step On Up". I also recommend
+ reading and playing Marvel Super Heroes, reviewing the entire Strike Force
+ text in light of the 1st and 2nd editions of Champions being used by that
+ group, reviewing the extensive documentation of Champions play presented
+ in the APA-zine The Clobberin Times', and giving Toon, Ghostbusters, and
+ James Bond a try. I am not saying "These are Narrativist games," but
+ rather, evidence supports the claim that these rules-sets supported some
+ Narrativist play back then.
+
+ I do not think that the strong minority trend beginning in the very late
+ 1980s toward Drama-heavy role-playing represented by Amber, Theatrix, and
+ The Window was especially Narrativist in application, although that mode
+ of play was probably found in some groups playing these games. This trend
+ is better understood in combination with games like Fudge and Risus, and
+ most especially in terms of the Mind's Eye Theatre approach to LARPs.
+
+ During the early 1990s, however, a certain approach to numbers and Fortune
+ became apparent across a number of games: Prince Valiant, Over the Edge
+ (especially in light of Laws' essay), Castle Falkenstein, Everway,
+ Maelstrom/Story Engine, Zero, and The Whispering Vault. Later, similar
+ games include Sorcerer, Orkworld, and The Riddle of Steel. All of these
+ texts demonstrate an internal struggle to articulate means of addressing
+ Premise, littered with trip-ups based on assumptions of GM-power and the
+ utter lack of precedent in explaining the whole idea. Some of them slammed
+ toward Simulationist texts upon second-edition revision and via
+ supplements, probably to make it "more like an RPG."
+
+ The internet revealed something vastly more startling: in-your-nose
+ Narrativist designs like Ghost Light, Soap, InSpectres, and The Pool, as
+ well as their Gamist cousin Elfs. These games' influence was vast at the
+ Forge, including but not limited to Dust Devils, Trollbabe, Otherkind,
+ Paladin, Violence Future, My Life with Master, and Universalis, along with
+ further Gamist cousins like Donjon. The internet also revealed active
+ play-communities that had previously been invisible to store-centered
+ commerce, including Marvel Super Heroes among others.
+
+ Since the historical trends are so textually diffuse, I think that this
+ section will do better to focus on procedural diversity, small point by
+ small point. Each point presents a separate and independent spectrum of
+ variation. As always, game titles are used only to refer to the actual
+ play that they best seem to facilitate.
+
+Basic diversity of Narrativist play
+
+ Making it up in play vs. setting it up beforehand
+
+ A lot of people have mistakenly interpreted the word "Narrativist" for
+ "making it up as we go." Neither this nor anything like it is definitional
+ for Narrativist play, but it is indeed an important issue for role-playing
+ of any kind. So it's not a bad idea simply to ask, for a given group or
+ session, when and how is the Explorative context (setting, situation,
+ whatever) established?
+
+ * High improvisation during play: e.g., Universalis, InSpectres, Extreme
+ Vengeance
+
+ * Rock steady based on preparation - Orkworld, Castle Falkenstein,
+ HeroQuest, Sorcerer
+
+ * In between - Trollbabe, The Pool, Dust Devils, My Life with Master
+
+ Many people get unnecessarily hung up on this issue ... playing
+ Universalis is not "more Narrativist" than playing Orkworld, for instance.
+ Also, this issue is not at all correlated with centralizing vs.
+ distributing the various GM-tasks discussed previously.
+
+ Where little Premises come from
+
+ Given that Explorative content for Narrativist play exists to provide meat
+ for addressing a Premise, it shouldn't be surprising that differing
+ starting points for the process can be found depending on what kind of
+ details and efforts are involved in preparing for play.
+
+ Just as in Gamist play, the big gorilla of the five Explorative elements
+ is Situation. What I'm contrasting here is which elements begin detailed
+ enough to yield Situation relatively quickly during play, as opposed to
+ which ones can be "relaxed" in terms of detail and depth at the start, to
+ be developed later.
+
+ * Character-based Premise: Characters begin play with at least one
+ significant Premise-based decision in their backgrounds.
+
+ * Setting-based Premise: External adversity swarms upon the characters
+ based on unavoidable, often large-scale elements of the overall
+ setting.
+
+ * Situation-based Premise: The immediate conflict at hand is already
+ under way and rich with Premise; fill in Character goals and Setting
+ justification as needed during play.
+
+ I suggest that it's useful to reduce the pre-play effort on the other
+ elements involved. Loading too many of them with Premise prior to play
+ yields a messy and unworkable play-situation in Narrativist terms, in
+ which characters' drives and external adversity are too full to develop
+ off of or to reinforce one another. More discussion and debate about this
+ issue may be taken up at the Forge.
+
+ Character-based Premise is the easiest to implement, and unsurprisingly it
+ reflects Egri's ideas in full. Games whose design relies on this approach
+ include Zero, Sorcerer, Dust Devils, and The Riddle of Steel, among many
+ others. I think this form of Premise-building is probably the most common
+ form of Drifting to Narrativist play. From the "Campaigning" chapter and
+ "The Developing Campaign" section in Strike Force (Hero Games, 1988,
+ author is Aaron Allston):
+
+ THE "CHARACTER STORY"
+
+ One thing that each Champions GM needs to learn to do is to spot,
+ carefully nurture, and eventually play out the "Character Story."
+
+ Each player-character has a Story above and beyond the ordinary adventures
+ encountered during the course of the campaign. This Character Story
+ usually involves the resolution of the most important desires of the
+ character.
+
+ Phosphene - Discovery of and Acceptance by Family. Raised by a single
+ parent and knowing of no other relatives, Phos started his career cynical
+ and alone. Learning that he had a family, the enigmatic Brood, he
+ discovered that he had a tremendous need to become one of them. Eventually
+ he met all his surviving relatives and earned the affection of most of
+ them. Now married and a family man himself, his personal story is
+ resolved.
+
+ Lorelei - Growth into Womanhood. In the course of her years of playing,
+ Lorelei grew from a 15-year-old innocent into a mature woman and team
+ leader; the most important elements of transition (other than the years
+ involved) were her romance with Commodore and her eventual rescue of and
+ reunion with her father.
+
+ Take a look at your own character - or at all the PCs if you're the GM -
+ and try to root out the Character Story of each one. [examples follow -
+ RE] In short, try to figure out what element of the character's
+ background, relations, or psychology make him interesting but will
+ eventually make him (or his player) frustrated and unhappy if not
+ ultimately resolved. That's the Character Story.
+
+ An interesting qualifier shows up in the final paragraph of this section:
+
+ Of course, no campaign lasts long enough for every Character Story to be
+ discovered and exploited ...
+
+ ... which I think is a bizarre statement, possibly related to the idea
+ (which I remember all too well) that Champions players should all
+ cooperate to preserve the group regardless of their differing goals during
+ play.
+
+ The final section in this chapter indicates, I think the key point - which
+ is only presented parenthetically in the earlier text (above - "or his
+ player").
+
+ LISTENING TO YOUR PLAYERS
+
+ Always listen to your players' discussion of the ongoing adventure.
+ They'll constantly be analyzing, theorizing, and commenting on the
+ adventure. Often, their discussion will give you even better ideas than
+ those you've been implementing.
+
+ Also, pay attention to the recurring phrase, "It might be neat if ..." The
+ player who is saying this, whether he realizes it or not, is expressing a
+ desire about a future storyline or character development. Usually it's
+ easy to accomodate him, and gives him a more personal interest in that
+ specific plotline.
+
+ I consider this important because it acknowledges that the developing
+ Premise is best recognized by the people who play the protagonists.
+
+ Setting-based Premise is a bit more developmental, usually involving
+ "someone else's problem" or an overriding external adversity of some kind
+ - zombie attack being perhaps the most basic example. It might actually be
+ a bit better for introducing Simulationist-by-habit players to Narrativist
+ play, as they can start with sketchy characters and grow into addressing a
+ pretty-well-defined Premise over time. From HeroQuest (Issaries Inc, 2003,
+ primary text author is Greg Stafford):
+
+ Make Your Own Part
+
+ All heroes are extraordinary and destined for some fame in the world of
+ Glorantha. This is guaranteed, since they are individually guided by a
+ higher power: you, the player.
+
+ Your heroes will have the chance to be involved in the great events of the
+ Hero Wars, such as [several colorful examples - RE]. Such events are not
+ only for the super-powerful; they require the participation of your hero
+ at whatever level of power he has achieved.
+
+ [just past halfway through the book - RE]
+
+ Drama
+
+ Drama in Glorantha often comes from the conflict between what is and what
+ ought to be. Living up to expectations of cult behavior, for instance, is
+ meant to be difficult and limiting. After all, religious requirements are
+ not human ideals. [Wow! Talk about an Egri Premise! - RE] The intensity of
+ the plot comes from the hero trying to fulfil these expectations while
+ living with the everyday temptations and complications of life: a cow is
+ missing, some of your clan died in a raid, your children are ominously
+ ill, or neighbors are poaching the hunting lands. Add to this the
+ imperative of the Hero Wars, where some things will happen no matter what
+ the heroes do, and the heroes have to make difficult choices about what to
+ do and who [sic] to aid.
+
+ [and near the end - RE]
+
+ Politics, Always Politics
+
+ Glorantha may be a world of magic and myth, but there are some human
+ constants that remain, not the least of which is politics. [examples
+ follow of politics both as rivalries and means to social authority and
+ respect - RE]
+
+ The Hero Wars are breaking upon Glorantha. On the one hand, they are
+ throwing old alliances into question, tearing established communities
+ apart, and raising new dilemmas for leaders and led alike. But they are
+ also creating new and unexpected communities, as rivals are forced into
+ partnership by new threats or novel opportunities.
+
+ I don't think I've ever seen a more challenging Premise in a role-playing
+ text than "religious requirements are not human ideals." That is HeroQuest
+ in a nutshell, and there is no avoiding it during play. A character may
+ begin as just another goat-herder, but he isn't going to stay that way.
+ Other games with similar origins of Premise include Castle Falkenstein and
+ My Life with Master, in which the Master is, for all intents and purposes,
+ the setting.
+
+ Situation-based Premise is perhaps the easiest to manage as GM, as
+ player-characters are well-defined and shallow, and the setting is vague
+ although potentially quite colorful. The Premise has little to do with
+ either in the long-term; it's localized to a given moment of conflict.
+ Play often proceeds from one small-scale conflict to another,
+ episodically. Good examples of games based on this idea include Prince
+ Valiant, The Dying Earth, and InSpectres. From The Dying Earth (2001,
+ Pelgrane Press, authors are Robin Laws, John Snead, and Peter Freeman):
+
+ Many Dying Earth stories revolve around a closed community, which may be
+ either a small settlement or an isolated workplace. In its isolation, it
+ has developed its own highly-structured, sometimes legalistic, always
+ peculiar rules. Without outside influence, and with the stout enforcement
+ of its codes, the group has survived for a long time. When the protagonist
+ arrives, the locals try to enforce the rules on him, assimilating him into
+ their bizarre system. Instead, the hero ... takes action which utterly
+ disrupts the delicately-balanced harmony of the community. ... the
+ community, the basis of its rules destroyed, collapses.
+
+ [now for play]
+
+ When creating an adventure, dream up a bizarre rule or activity on which a
+ community's existence depends. Figure out at least one way in which the
+ PCs could wreak havoc on the community by disrupting the activity or
+ subverting the rule.
+
+ Then create a reason for the PCs to do so ... [actually, the entire
+ character creation process for this game takes care of this detail - RE]
+
+ The point is that the Situation doesn't have any particular role or
+ importance to the Setting, either in terms of where it comes from or what
+ happens later. The setting can be quite vague and might even just be a
+ gray haze that characters are presumed to have travelled through in order
+ to have encountered this new Situation.
+
+ This type of Premise does carry some risks: (1) the possibility of a
+ certain repetition from event to event, but probably nothing that you
+ wouldn't find in other situation-first narrative media, which is to say
+ serial fiction of any kind; (2) the heightened possibility of producing
+ pastiche; and (3) the heightened possibility of shifting to Gamist play.
+
+Deep diversity
+
+ Who gets the GM jobs
+
+ Earlier, I listed some of the various roles and tasks usually associated
+ with the term "GM." As I said, the question is not whether there is a GM
+ (there is always one or more for any scene during play), but rather how
+ the GMing tasks are distributed. The potential range of diversity is
+ staggering. The most important variables include: - Which of these roles
+ are most important to be formalized for this game - Whether the roles are
+ centralized in one person - The concept of "the buck" - in the event that
+ different people suggest different things, who says what goes
+
+ In the interest of space and keeping the complexity of these sections
+ limited, I'll only provide examples for the centralization-issue. -
+ Centralized: The Riddle of Steel, Sorcerer, Orkworld, Castle Falkenstein,
+ HeroQuest, The Dying Earth - Widely distributed: Universalis, Soap - In
+ between: Trollbabe, The Pool, InSpectres, Dust Devils, Violence Future
+
+ Story structure
+
+ Classically, a story has the following structure: (a) introduce character
+ and situation, (b) introduce conflict, (c) rising conflict, (d) climax,
+ and (e) resolution, of which (a, b, d) are the key pieces. Most stories
+ indeed follow this model regardless of their chronological presentation,
+ point-of-view, or any other details. There's usually no particular worry
+ that Narrativist play will fail to produce a story (of whatever quality),
+ without any overt effort to force it. However, it is also at least
+ possible for overall story structure to be part of System.
+
+ Sorcerer presented the Kicker Technique, which is to say, a
+ player-authored Bang included in character creation, giving the GM
+ responsibility to make it central to play. It may be considered the
+ precise opposite of the "character hook" concept presented in many
+ adventure scenarios and role-playing games.
+
+ Some recent games feature the Endgame concept: a status for a character
+ (and sometimes all characters) that signals "Now is really Now," and it's
+ time for Premise to become theme without dilly-dallying. I suppose it can
+ first be seen in Soap and Puppetland based on these games' explicit
+ real-time constraints, but it's also embedded in the Guts/Coincidence
+ mechanics in Extreme Vengeance, the "Schism" version of Humanity in
+ Sorcerer, and the Insight mechanics in The Riddle of Steel. It's most
+ explicitly present in Violence Future and My Life with Master.
+
+ A similar structural issue is to decide how much Premise-addressing
+ (story, if you will) has already occurred before in-play decision-making
+ begins. At one extreme, you have "Blood Opera," which is to say, several
+ characters already engaged in serious committed effort to do
+ something-or-other, usually contradictory. Such play, regardless of how
+ many sessions are involved, tends to end up with several dead protagonists
+ and plenty of tragedy due to conflicting obligations and/or
+ misunderstandings; it's quite cathartic. Typically it's more satisfying
+ when all of the participants are enlisted in scenario preparation. At the
+ other extreme, you have play in which the Premise is introduced very
+ slowly and piecemeal, through a variety of scenes and events.
+
+ Here are some interesting trends which crop up along this spectrum:
+
+ * When the character's judgmental and active presence is established and
+ already in action as play begins, that beginning point is usually the
+ crisis-point for the story in general. Playing Legends of Alyria,
+ Prince Valiant, My Life with Master, and Soap tends toward this end;
+ all of them carry a slight danger of "over before they begin," but
+ they are also the most reliable for immediate Premise-consensus.
+
+ * When the Situation is well-established prior to play and essentially
+ independent of the player-characters, then how they encounter it and
+ become enlisted in its hassles is up for grabs, including when they
+ arrive. The protagonists usually play a catalytic role toward everyone
+ and everything else. Playing Everway, The Dying Earth, InSpectres,
+ Orkworld, The Whispering Vault, and Trollbabe is a lot like this.
+
+ * When the Situation must slowly develop into Premise, play is
+ necessarily extended into multiple sessions. Playing Sorcerer,
+ HeroQuest, Dust Devils, Violence Future, and Over the Edge often
+ proceeds in this fashion, to the extent that the first couple of
+ sessions resemble the first sections of a classical novel rather than
+ a movie or play, and they tend not to show off all of their most
+ satisfying features during single-session demonstration play.
+
+ Not all game designs must fall onto this spectrum explicitly, although
+ play does - I leave the different ways to place playing The Pool,
+ Universalis, and The Riddle of Steel onto the spectrum as an exercise for
+ the reader (hint: there are three answers, one for each game).
+
+ Finally, another subtle enforcer of story structure is the range of
+ possible focus, or specification, for player-characters' abilities. It
+ doesn't surprise me that many Narrativist-facilitating game designs don't
+ distinguish very much among player-characters' abilities (Sorcerer, The
+ Dying Earth, and My Life with Master characters are all pretty much alike
+ within each game, mechanically); when they are so distinguished, however,
+ the differences tend to lock down the range of the potential Premise(s)
+ during play.
+
+ So the most constrained story-structure game design would include Endgame
+ mechanics, an almost-over Situation, and strongly-distinguished abilties
+ (and hence story-roles) among the protagonists; interestingly, I can think
+ of no RPG design which features all three.
+
+ Resolution and reward mechanics
+
+ For Narrativist play, character creation may be considered the first step
+ in or the chassis for the reward and character-change systems. It differs
+ from the similar principle in Gamism in that personal strategy is not an
+ issue, but rather personal emotional agenda about the Premise. What's
+ interesting is that when play includes a focused reward system in
+ Narrativist terms, its numbers and effects are always integrated directly
+ into the event-resolution system.
+
+ One whole category of play, however, does not provide any special
+ connection between the two and usually doesn't include much of a reward
+ system at all. Earlier games of this sort include The Window (partly),
+ Theatrix, Over the Edge, Castle Falkenstein, The World the Flesh and the
+ Devil, and possibly Puppetland. I think Soap, InSpectres, and Universalis
+ represent a development in this category of stronger IIEE-structure, as
+ well as providing a very abstract resolution + reward mechanic, but
+ retaining the Drama emphasis for resolution. These games also feature
+ pronounced GM-sharing as distinct from the earlier ones.
+
+ The other category includes very strong reward mechanics design based on
+ character decisions, with resolution based on Fortune in the Middle in
+ order to preserve Author Stance during those decisions. Example games
+ include Prince Valiant, The Whispering Vault, Zero, The Pool, Sorcerer,
+ Dust Devils, Trollbabe, Legends of Alyria, My Life with Master, HeroQuest,
+ and Orkworld, as well as The Riddle of Steel in a cunning fashion.
+
+ A recent development in both categories is to bring relationships into the
+ game mechanics to a very high degree, as in HeroQuest, Trollbabe, and My
+ Life with Master. Earlier versions of this idea may be seen in Albedo,
+ Lace & Steel, and Pendragon, but its primarily-Narrativist application is
+ recent and very significant.
+
+ Character behavior mechanics
+
+ This topic is potentially rather a sore point among role-players, unless
+ they have experienced play which shows the diverse strong points along the
+ entire spectrum. It concerns how limited characters' behavior may be.
+
+ At one end of this spectrum, there's nothing of the kind: just contextual
+ material that prompts the issues and perhaps a character descriptor here
+ or there. The primary engine for Narrativist play is purely personal
+ fascination with the issues at hand and with working them out. Castle
+ Falkenstein, The Whispering Vault, and Over the Edge are good examples.
+
+ Moving just a little over, characters' behavioral descriptors are
+ required, but they don't have any special role in determining what the
+ character does - except for providing secondary bonuses to some resolution
+ events, as in The Pool and HeroQuest.
+
+ Moving well toward the other end of the spectrum, specific behaviors have
+ generalized consequence mechanics. Sorcerer, Trollbabe, Dust Devils, The
+ Riddle of Steel, and Orkworld are all examples - the characters have free
+ will regarding what to do, but immediate mechanics provide significant
+ effects.
+
+ Far at the other end of the spectrum, behavior is heavily structured, for
+ either or both character-creation and scenario-play. This kind of game
+ often entails playing "against yourself" for the character, and the GM is
+ potentially semi-adversarial, even ruthless, playing both external and
+ internal adversity. Examples include Wuthering Heights, Extreme Vengeance,
+ Violence Future, My Life with Master, Le Mon Mouri, InSpectres, Otherkind,
+ and The Dying Earth. "Schism", "Urge", and other sorcerer/demon
+ combination versions of Sorcerer effectively shift the game's play into
+ this category.
+
+ Procedural diversity: thematic content
+
+ Given that theme arises during Narrativist play, what does it look like,
+ and how limited or well-defined is it? This breaks down into three
+ independent issues, all of which are pretty subtle and deserve more
+ discussion.
+
+ 1. The potential for personal risk and disclosure among the real people
+ involved.
+
+ * High risk play is best represented by playing Sorcerer, Le Mon
+ Mouri, InSpectres, Zero, or Violence Future. You're putting your
+ ego on the line with this stuff, as genre conventions cannot help
+ you; the other people in play are going to learn a lot about who
+ you are.
+
+ * Low risk play is best represented by playing Castle Falkenstein,
+ Wuthering Heights, The Dying Earth, or Prince Valiant. These
+ games are, for lack of a better word, "lighter" or perhaps more
+ whimsical - they do raise issues and may include extreme content,
+ but play-decisions tend to be less self-revealing.
+
+ 2. The depth and profundity of the resulting themes. Counter to my lousy
+ phrasing in GNS and related matters of role-playing theory
+ ([21]http://www.indie-rpgs.com/articles/1/), "literary merit" of a
+ theme is irrelevant. Themes are indeed important, and I suggest that
+ two broad categories are available: cathartic vs. deconstructive, with
+ the former splitting up into happy-ending, sad-ending, and ambiguous.
+ A related point concerns the range of the possible themes for a given
+ play-instance, from narrow to broad. I'll forego providing game
+ examples as the depth and range of theme rely very greatly on the
+ given play-group's use of the game.
+
+ 3. The humorous content. This is, in many ways, a red herring. I consider
+ "funny" always to be a secondary phenomenon, perhaps modifying theme,
+ or modifying something else entirely. For GNS or other theory
+ purposes, you have to look at the something else and discuss that
+ first. Still, there are a couple of points worth mentioning for
+ role-playing.
+
+ * Is play itself funny, or is the topic of play funny? This is a
+ very complex issue, fully analogous to the endless discussions of
+ fear and suspense in horror role-playing.
+
+ * Is the humor acting to bring participants' emotions closer to the
+ Premise, or to distance them?
+
+GNS crossover issues
+
+ I suggest that historically, two basic Creative Agendas have been
+ perceived for role-playing: 1. Gamist, with the sub-set of Hard Core
+ Gamism; 2. Simulationist, with a sub-set of
+ Simulationist-becomes-Narrativist.
+
+ Oh, I know, people never used the GNS terms for this purpose. But this is
+ how newcomers to the theory often read the terms, indicating their current
+ understanding, and those readings are fully consistent with the
+ explanations of play found in hundreds of game texts. I consider this
+ dichotomy, sub-sets and all, to be badly mistaken, but before I get to
+ that, let's take a look at its cultural results.
+
+ Over time, as I see it, many practitioners and designers correctly
+ realized they were playing and promoting
+ Simulationist-becomes-"Narrativist," in quotes. Those quotes mean,
+ producing stories mainly through front-loading or post-editing, not
+ through protagonist decision-making as run by the players. They mean
+ focusing on story as product as opposed to Narrativist play. Reactions to
+ this latter insight have varied widely, and they include:
+
+ * Abandon the perceived overall mode (Simulationism) entirely for Gamist
+ pastures;
+
+ * Embrace the Simulationism and drop any pretense at story-creation
+ through play, such that story is at most an epiphenomenon to the
+ Exploration, usually of Setting;
+
+ * Embrace the quotes in the "Narrativist" with verve, putting as much
+ effort and sophistication toward metaplot and GM-driven-story as
+ possible;
+
+ * Give up role-playing in disgust with the inability to produce
+ Narrativist play without the quotes;
+
+ * Mute down any particular Creative Agenda, making sure to provide a
+ little Gamist candy, in the interests of group harmony;
+
+ * Drop the quotes around the "Narrativist," which means abandoning
+ Simulationism as a starting point and turning to explicit Narrativism.
+
+ My construction of the modes of play is extremely different. As I see it,
+ one starts with [Exploration]. Now, either prioritize the intensity of
+ imagining some specific content as the agenda of play, which gives you
+ [E[Simulationism]], or develop the Exploration into a further-derived
+ agenda, which gives the choice of [E[Narrativism]] or [E[Gamism]].
+
+ Gamism and Narrativism
+
+ As I've tried to show at various points so far, Gamist and Narrativist
+ play are near-absolute social and structural equivalents, sharing the same
+ range for most Techniques save those involving reward systems. They differ
+ primarily in terms of the actual aesthetic payoff - what's appreciated
+ socially and aesthetically. That difference is extremely marked. Happily,
+ therefore very little if any chance exists for these modes of play to come
+ into conflict with one another - a group simply goes one way or the other.
+
+ From the Introduction section of The Marvel Universe Roleplaying Game
+ (Marvel Entertainment Group, 2003, "Direct Edition," authors not credited,
+ editor is Mark D. Beazley):
+
+ Style of Play
+
+ You can play Marvel in a variety of styles, based on whatever you're
+ interested in. Most roleplaying games tend to fall somewhere between two
+ styles of play that we call "Clobberin' Time" and "Power and
+ Responsibility." And for one-on-one play, there's always "Brawling," a
+ style unique to this game.
+
+ Power and Responsibility
+
+ ... players spend a great deal of time on things like character
+ development, morality, thoughts and goals ... They care about the other
+ people in their lives, like girlfriends or boyfriends, aunts, sidekicks,
+ and non-Super Hero friends. ... there's more to this style of play than
+ busting things up.
+
+ Clobberin' Time
+
+ ... players don't spend much time on their characters' lifestyles. They
+ concentrate on action and plenty of it.
+
+ Together, the players and the GamesMaster decide what style of game they
+ want to play. There is nothing more frustrating than a GamesMaster who
+ runs a "Power and Responsibility" style game for a bunch of "Clobberin'
+ Times" players. ...
+
+ Brawling
+
+ ... allows players to answer age-old questions: who would win in a fight,
+ the Thing or the Hulk? [further examples] ... two players can sit down
+ with their characters and fight against each other without needing a
+ GamesMaster.
+
+ I can always quibble. I think the above text adheres a little too closely
+ to the mistaken dichotomies presented earlier, with the concomitant red
+ herring of combat vs. no combat. But it's flawless in terms of caring
+ together about what's up, and about socially constructing and reinforcing
+ what's up. And the key point for me is that the same game system is usable
+ alternatively for Narrativist or Gamist (or Hard Core Gamist) play, rather
+ than simultaneously. Also, the text includes very little mention of or
+ attention to Simulationist play per se. Enjoying "being a Marvel hero" in
+ this game is not Simulationist at all, but merely the foundational
+ Explorative expectation for either of the two focused options.
+
+ Whether the Gamist and Narrativist modes may be played "congruently" is
+ controversial (see Congruence in the glossary). I remain skeptical.
+
+ The grim epiphany: Narrativism and Simulationism
+
+ This section supercedes the section "El Dorado and Drift" in my essay
+ "Simulationism: the Right to Dream"
+ ([22]http://www.indie-rpgs.com/articles/15/).
+
+ I'll begin by identifying a very common misconception: that if enjoyable
+ Exploration is identifiable during play, then play must be Simulationist
+ or at least partly so. This is profoundly mistaken: if you address
+ Premise, it's Narrativist play. Period. If the Exploration involved, no
+ matter how intensive, hones and focuses that addressing-Premise process,
+ then that Exploration is still Narrativist, not Simulationist.
+
+ That's why Feng Shui and Hong Kong Action Theater are hard-core,
+ no-ambiguity Simulationist-facilitating games including their explicit
+ homage to specific cinematic stories, and that's why The Dying Earth
+ facilitates Narrativist play, because its Situations are loaded with the
+ requirement for satirical, judgmental input on the part of the players.
+
+ "El Dorado" was coined by Paul Czege to indicate the impossibility of a
+ 1:1 Simulationist:Narrativist blend, although the term was appropriated by
+ others for the blend itself, as a desirable goal. I think some people who
+ claim to desire such a goal in play are simply looking for Narrativism
+ with a very strong Explorative chassis, and that the goal is not elusive
+ at all. Such "Vanilla Narrativism" is very easy and straightforward. The
+ key to finding it is to stop reinforcing Simulationist approaches to play.
+ Many role-players, identified by Jesse Burneko as
+ "Simulationist-by-habit," exhaust themselves by seeking El Dorado, racing
+ ever faster and farther, when all they have to do is stop running, turn
+ around, and find Vanilla Narrativism right in their grasp.
+
+ However, what about subordinate hybrids? Simulationist play works as an
+ underpinning to Narrativist play, insofar as bits or sub-scenes of play
+ can shift into extensive set-up or reinforcers for upcoming Bang-oriented
+ moments. It differs from the Explorative chassis for Narrativist play,
+ even an extensive one, in that one really has to stop addressing Premise
+ and focus on in-game causality per se. Such scenes or details can take on
+ an interest of their own, as with the many pages describing military
+ hardware in a Tom Clancy novel. It's a bit risky, as one can attract
+ (e.g.) hardware-nuts who care very little for Premise as well as
+ Premise-nuts who get bored by one too many hardware-pages, and end up
+ pleasing neither enough to attract them further.
+
+ Historically, this approach has been poorly implemented in role-playing
+ texts, which swing into Simulationist phrasing extremely easily, for the
+ reasons I describe in "Simulationism: the Right to Dream". You cannot get
+ emergent Narrativist play specifically through putting more and more
+ effort into perfecting the Simulationism (which requires that the
+ Narrativism cease), no matter how "genre-faithful" or "character-faithful"
+ it may be. I consider most efforts in this direction to become reasonably
+ successful High-Concept Simulationism with a strong slant toward
+ Situation, mainly useful for enjoyable pastiche but not particularly for
+ Narrativist play at all.
+
+ The key issue is System. Narrativist play is best understood as a powerful
+ integration and feedback between character creation and the reward system,
+ however they may work, in that the former is merely the first step of the
+ latter in terms of addressing Premise. Whereas the usual effect in
+ High-Concept Simulationist play is to "fix" player-characters
+ appropriately into the Situation for purposes of affirming the
+ story-as-conceived, especially in terms of varying effectiveness at
+ specific task-categories, and reward systems in these games are usually
+ diminished and delayed to the point of absence. Games which stumbled over
+ this issue include Fading Suns and Legend of the Five Rings, both of which
+ require extensive Drifting to achieve even halting Narrativist play
+ despite considerable thematic content.
+
+ The more successful primarily-Narrativist, secondarily-Simulationist
+ hybrid designs include Obsidian, to some extent, possibly Continuum if I'm
+ reading it right, and The Riddle of Steel as the current shining light; I
+ also call attention to Robots & Rapiers, currently in development.
+
+ How about the reverse? Can Narrativist play underlie and reinforce a
+ primarily Simulationist approach? I consider this to be a very interesting
+ question, because it's not like Gamism in this regard at all. What happens
+ when Premise is addressed sporadically, or develops so slowly that the
+ majority of play is like those hardware-pages? Whether this is "slow
+ Narrativism" or "S-N-S" or just plain dysfunctional play is a matter of
+ specific instances, I think. But I do want to stress that it's not the
+ "N/S blend" as commonly construed, which is to say, both priorities firing
+ as equal pals.
+
+Dysfunctional Narrativist play
+
+ GNS incompatibility
+
+ It is very easy to spot players who are disinclined toward Narrativist
+ play, but nevertheless want a story to be produced, in a group that favors
+ Narrativist-oriented play. They write up rich and intense characters on
+ paper, but in play, they're paralyzed. They can posture towards one
+ another, and they can defend against attack, and they can spot clues, beat
+ up mooks, and band together against a common threat like nobody's
+ business, but only on the basis of GM cues. In an otherwise Narrativist
+ group, they are black hole voids for addressing Premise, and typically
+ they don't continue playing with that group for long.
+
+ More subtle and more likely to be sustained are Narrativist-oriented
+ participants in largely non-Narrativist games. They practice "stealth"
+ play to get what they want, usually through making suggestions to the
+ authority in the group, often practicing a lot of trade-off negotiation. A
+ skilled stealther can sometimes become a significant co-GM as long as he
+ or she doesn't call attention to the influence. Stealthers tend to do a
+ lot of waiting.
+
+ Less happily, such a player in a game with a strong
+ Simulationist/Situation bent is in big trouble and vice versa, especially
+ when the group is committed to Illusionist Techniques. Illusionism is a
+ widespread technique of play and arguably, textually, the most supported
+ approach to the hobby, as testified most recently by the publication
+ Secrets of Game-mastering (2002, Atlas Games). It relies on Force, as
+ defined earlier in the essay. GMing with lots of covert Force is called
+ Illusionism. I call that the Black Curtain; if the Curtain is drawn, then
+ the players aren't immediately clued in about the presence and extent of
+ the Force itself.
+
+ Force (Illusionist or not) isn't necessarily dyfunctional: it works well
+ when the GM's main role is to make sure that the transcript ends up being
+ a story, with little pressure or expectation for the players to do so
+ beyond accepting the GM's Techniques. I think that a shared "agreement to
+ be deceived" is typically involved, i.e., the players agree not to look
+ behind the Black Curtain. I suggest that people who like Illusionist play
+ are very good at establishing and abiding by their tolerable degree of
+ Force, and Secrets of Gamemastering seems to bear that out as the
+ perceived main issue of satisfactory role-playing per se.
+
+ Producing a story via Force Techniques means that play must shift fully to
+ Simulationist play. "Story" becomes Explored Situation, the character
+ "works" insofar as he or she fits in, and the player's enjoyment arises
+ from contributing to that fitting-in. However, for the Narrativist player,
+ the issue is not the Curtain at all, but the Force. Force-based Techniques
+ are pure poison for Narrativist play and vice versa. The GM (or a person
+ currently in that role) can provide substantial input, notably adversity
+ and Weaving, but not specific protagonist decisions and actions; that is
+ the very essence of deprotagonizing Narrativist play.
+
+ Get just one Story Now player into an Illusionist group, and the game
+ becomes a battlefield for control and story creation. I consider this to
+ be one of the worst instances of high-level GNS incompatibility, because
+ it typically doesn't resolve itself through a clean parting of the ways.
+ As long as the people involved buy into the false notion that Narrativist
+ play is a subset of the Simulationist aesthetic, then the war will not
+ end, as they wave their "integrity of the story" flags at one another in
+ the mistaken belief that they share aesthetic goals.
+
+ It all becomes much clearer when the Gamism-Narrativism similarity is
+ acknowledged. No one in their right mind permits a fully-committed Gamist
+ into a Simulationist-Situation role-playing group, and the same goes for
+ fully-committed Narrativist participants, for the same reasons.
+
+ Ouija-board role-playing
+
+ Here's another outcome for the faulty Simulationist-makes-Narrativism
+ approach. Actually, it's the same phenomenon as
+ Simulationism-makes-Gamism, which I discussed in "Gamism: Step On Up"
+ ([23]http://www.indie-rpgs.com/articles/21/) as "the bitterest role-player
+ in the world." I consider the Narrativist version to be the "most deluded
+ role-player in the world."
+
+ How do Ouija boards work? People sit around a board with letters and
+ numbers on it, all touching a legged planchette that can slide around on
+ the board. They pretend that spectral forces are moving the planchette
+ around to spell messages. What's happening is that, at any given moment,
+ someone is guiding the planchette, and the point is to make sure that the
+ planchette always appears to everyone else to be moving under its own
+ power.
+
+ Taking this idea to role-playing, the deluded notion is that Simulationist
+ play will yield Story Now play without any specific attention on anyone's
+ part to do so. The primary issue is to maintain the facade that "No one
+ guides the planchette!" The participants must be devoted to the notion
+ that stories don't need authors; they emerge from some ineffable
+ confluence of Exploration per se. It's kind of a weird Illusionism
+ perpetrated on one another, with everyone putting enormous value on
+ maintaining the Black Curtain between them and everyone else. Typically,
+ groups who play this way have been together for a very long time.
+
+ My call is, you get what you play for. Can you address Premise this way?
+ Sure, on the monkeys-might-fly-out-my-butt principle. But the key to
+ un-premeditated artistry of this sort (cutup fiction, splatter painting,
+ cinema verite) is to know what to throw out, and role-playing does not
+ include that option, at least not very easily. Participants in Ouija-board
+ play do so through selective remembering. I have observed many such
+ role-players to refer to hours of unequivocally bored and contentious play
+ as "awesome!" given a week or two for mental editing.
+
+ What I see from such groups is the following:
+
+ * They use a highly customized house-version of a given rules-set,
+ usually AD&D, BRP, or an early edition of Champions; many of the
+ customized details are unrecorded.
+
+ * They employ a personalized set of subtle cues and expectations that
+ arise out of their long-term friendships and habits of play.
+
+ * The satisfaction-moments are rare to the extent of being perhaps a
+ yearly event. "Nothing happened tonight" is typical, but the group
+ believes that you don't legitimately get the cherished moments any
+ other way. Such moments are treasured and carefully repeated among
+ them.
+
+ * Rarely, another person participates and (horrors!) actually overtly
+ moves the planchette, or discusses how it's being moved. That person
+ is instantly ejected, with cries of "powergamer!" and "pushy bastard!"
+
+ * They're socially isolated from other role-players, as their play is so
+ arcane and impenetrable that no one else can easily participate. If
+ they go to cons, they go together, stay together, and leave together.
+ One of them buys a new game that "looks good," and they rarely if ever
+ try it, always rejecting it when they do.
+
+ * They're socially isolated not only from gamers, but from everyone,
+ insofar as their hobby is concerned. Forget social context; it's just
+ these guys, aging, playing their tweaked versions of the game they
+ discovered in high school, reminiscing about that one awesome time
+ when character X did that awesome thing.
+
+ Ouija-board groups vary in terms of how much fun they have, and I'll leave
+ further discussion of the phenomenon to the forums.
+
+ Minor issues within Narrativist play
+
+ The first minor issue is not really a big deal - simply, not everyone is
+ necessarily a whiz at addressing Premise even when they try. If they were,
+ we'd see a hell of a lot more great novels, comics, movies, and plays than
+ we do. Signs of "hack Narrativism" include backing off from unexpected
+ opportunities to address Premise or consistently swinging play into parody
+ versions of the issues involved. I don't see any particular reason to
+ bemoan or criticize this bit of dysfunction; all art forms have their
+ Sunday practitioners.
+
+ The second is a recent phenomenon: the "do it right" purists, often
+ recently made aware of GNS or other theories, who then get on their fellow
+ participants' cases during play to accord with some theoretical ideal.
+ It's usually accompanied by the fallacy of focusing on one or more
+ Techniques as the "real" Narrativism.
+
+ The third was mentioned earlier, based on the tendency for pre-game
+ preparation to develop Situation so far along the process of addressing
+ Premise, that the participants' input during play essentially delivers
+ only the final moments. I call such play "96%-ing," which can be
+ functional, but it tends to play safe to a degree that undercuts the
+ process.
+
+ The fourth is maintaining privacy among the participants about what's
+ important to each one, whether about one's own character or the characters
+ of others. Such play might be thought of as keeping Premise personal and
+ close to the vest. That privacy may detract from others' enjoyment,
+ although see Ouija-board role-playing below for some further thoughts.
+
+ The final minor problem is to resolve play-Situations rapidly and without
+ developing them much beyond the initial preparatory circumstances: "over
+ before it begins." This typically occurs when people are so floored by the
+ possibility of actually addressing a Premise through play, that they hare
+ off to do so before some RPG god notices and intervenes to stop them.
+ Usually, this sort of play is a short-lived phase as the group builds
+ trust with one another.
+
+ Bad apple Narrativists
+
+ All of this section concerns Narrativist play which is practically
+ guaranteed to be dysfunctional. It's really one thing, but it comes in two
+ versions depending on whether the person in question is acting as GM.
+
+ The non-GM version is the Prima Donna, a devoted Premise-addresser - but
+ what he can't do is share. If a given scene is not about the issue that he
+ cares about, he disrupts things until it is. If his character is present
+ in a scene, then he'll demand center stage until forcibly stopped. He
+ understands protagonism, but won't permit anyone else to have it.
+ Essentially, he's the equivalent of the Hard Core Gamist, but with a
+ significant difference: only one person can do it successfully; it can't
+ even spread through the group. Prima Donnas are obnoxious, selfish, and
+ pushy. Their typical fate is to be removed from a group or to become its
+ GM (often to the present GM's consternation), in which latter case to
+ become a Typhoid Mary.
+
+ What's a Typhoid Mary? Well may you ask. It's a would-be Narrativist GM
+ who uses tons of Force upon the player-characters. He introduces the
+ Premise and is emotionally invested in how the players are supposed to
+ address it, to the extent that he makes their characters' significant
+ decisions for them. Effectively, this means the other people are present
+ only to praise and reflect the GM's ego. Play amounts to "we tell the
+ story, but I'm writing it" - he continually demands that the players
+ appreciate his Narrativist aesthetic, but suppresses the same aesthetic in
+ their behavior. He prioritizes and insists upon Premise-addressing input
+ yet makes it subject to his approval.
+
+ Such play is appallingly unrewarding and is rightly labeled railroading.
+ To sustain it, the Typhoid Mary must exert primary dominance over all
+ aspects of the Social Contract, which is usually not possible among
+ adults. I can think of no more effective means of ensuring that other
+ people never role-play again, than encountering a Typhoid Mary. Also,
+ unsurprisingly, get one Narrativist player with a spine in that game, and
+ it's root hog or die, the worst Force-vs.-Narrativist duel possible - such
+ conflicts have been known to disrupt romances, friendships, and even jobs
+ and marriages.
+
+Narrativist game design
+
+ One reason I presented the big model of role-playing in this essay is to
+ say, game texts are no more nor less than recommendations, manuals, and
+ inspirational materials for play. For such texts to be effective, they
+ need to be clear and inspiring for all the levels in the model. I think
+ that Social Contract always comes first. Most especially for Narrativist
+ play, which has been textually marginalized throughout the hobby's
+ history, the game-rules' focus must expand to social and procedural
+ behavior at the table, not merely the Techniques subsets of scene and
+ conflict resolution.
+
+ What to do
+
+ I wrote a pretty sketchy little game in the early 1990s called "BSL," or
+ Bullshit-Less. You know what my friends said? "You can't read this like
+ you read a game book. To enjoy it, you'd have to play!" Much to my
+ surprise, that was a stone-wall stopping point for them. I had a terrible
+ time coming up with what they'd need to know in order to make that step
+ easily and quickly. I think that whatever a role-player is best at is the
+ last thing on earth that occurs to him or her to write about, and
+ Narrativist-oriented authors are especially in a jam, as they lack
+ precedents and examples.
+
+ Looking over the diversity I listed earlier, I realize that an effective
+ manual or teaching text was Terra Incognita for Narrativist play until
+ very recently. Sorcerer, for example, was not written as a teaching text
+ for a general role-playing audience, although its supplements were. Now,
+ however, we have InSpectres, Dust Devils, My Life with Master, the three
+ Sorcerer supplements, Universalis, Trollbabe, Legends of Alyria,
+ HeroQuest, and more, all representing individual attempts. (I will leave
+ the very interesting question of why Everway failed in this regard to
+ future discussions.)
+
+ So, the goal is to work through the big model, probably from the top down.
+ For a Narrativist-oriented game, the touchpoint throughout should always
+ be, what's the Premise? I think stating it right out in front of everybody
+ is the best way to go, or a version which is easily customized further. An
+ alternative might be to inspire the Premise through
+ Exploration-discussion, but it's risky - doing that usually works only for
+ Situation-based Premise games, like The Dying Earth.
+
+ Let's look at that diversity again. Where does Premise come from? How much
+ do you have to work with, and how much improvisation is involved during
+ play itself? Is the story underway yet, and how close are the
+ decision/crisis points? Where's the spin in the System? Dice? Others'
+ input? Any negotiation/trading? IIEE must be dead bang center with what
+ you're driving at; does the reward system feed back into protagonism?
+ Prompt Endgame? Shift GMing roles? Or what? What does actual play look
+ like, in terms of Ephemera-combinations clustering to create and/or
+ support Techniques?
+
+----------------------------------------------------------------------------------------------------------
+ Basic Source of GM Jobs: Story Resolution Behavior Thematic Content*:
+ Content: Premise Distribution Structure: and Reward: Mechanics: Risk factor;
+ Improv among Endings, See spectrum See depth; humor
+ vs. rock participants e.g. in essay spectrum
+ steady in essay
+ Sorcerer Steady Character Spread in Encouraged Connected: Middle High risk High
+ prep, by reward Short term depth Occasional
+ centralized system bonuses humor
+ in play Destiny and
+ goals in
+ Sorc & Sword
+ TROS Steady Character Centralized Varies by Connected: Middle Potential/variable
+ prep Spiritual risk Mild to
+ Attributes medium depth
+ Low/absent humor
+ Universalis Improv Varies Fully spread Varies by Fully Mild to Varies by group in
+ out prep identical none all three
+ (coins)
+ MLWM In Setting Mostly Fixed Connected: Extreme High risk Fixed
+ between centralized endgame Net medium depth Humor
+ consequences as defense
+ = Epilogue
+ HeroQuest Steady Setting Centralized None Fully Mild to Medium risk
+ identical middle Extreme depth Mild
+ but inescapable
+ humor
+ The Steady Situation Centralized Fixed Almost no Mild to High risk
+ Whispering conflict connection none Medium-low depth
+ Vault Low/absent humor
+ The Pool In Varies Mostly Varies by Fully Mild to Low risk, usually
+ between centralized prep identical none Mild if any depth
+ (dice) Humor varies by
+ group
+ InSpectres Improv Situation Partly Fixed Extremely Middle to High risk
+ centralized, conflict connected: strong Medium/fixed depth
+ with Stress and High humor
+ specific resources
+ non-GM input
+ moments
+ Castle Steady Setting Centralized None Almost no Mild to Low risk
+ Falkenstein connection none Low/variable depth
+ Occasional humor
+----------------------------------------------------------------------------------------------------------
+
+ * Yes, this column is highly personal. Please feel free to fill it in
+ with your own assessments based on your play-experiences.
+
+ Some food for thought: constraints
+
+ A whole critique of the role of constraint in creativity is probably
+ beyond my powers, but I can't over-emphasize how important it's been in my
+ experiences of design, preparation, and satisfaction in any creative
+ endeavor. For role-playing, I think a designer should consider constraints
+ to be his or her most important ally: elements which, once established,
+ remain fixed and actively inform a whole suite of possibilities for the
+ future. Whether they concern Currency (e.g. Universalis), outcomes of
+ resolution (e.g. Sorcerer, The Riddle of Steel), character creation
+ options, behavioral choices, Setting, or whatever, strikes me as the
+ primary issue for designing games of any kind, and Narrativist goals need
+ them desperately.
+
+ I foresee a whole slew of threads discussing the difference between
+ "restraint" and "constraint," so here I'll only bring up how effective
+ Paul Czege's decision to constrain Setting is for My Life with Master.
+ Once you know "about 1805, central Europe, isolated village," the doors
+ are thrown open to bring maximum creativity to bear on the key issues of
+ the game. For whatever reason, I think that this aspect of the game text
+ makes the rest, especially the tricky wide-open parts like "More Than
+ Human," much easier. By comparison, the designs of Dust Devils and
+ Sorcerer are currently a bit hampered by their wide-open settings, which I
+ now think require a little too much group-based customizing. Or, at the
+ opposite extreme, Trollbabe does provide the Setting constraint, but it's
+ so subculturally focused (you get it or you don't) as to limit access to
+ the game. My Life with Master provides not only the focus, but also a
+ topic which raises the same issues for practically anyone who encounters
+ it. Furthermore, as Paul says, if someone wants to change the setting,
+ they'll do it - but they're able to do so all the better because the
+ textual setting made sense to them.
+
+ Pitfalls of Narrativist game design
+
+ 1. The Timid Virgin. The reasonably successful Narrativist-leaning GM is
+ writing a game, and suddenly experiences a loss of nerve - he visualizes
+ all those other players out there who obviously don't play in this
+ fashion. One result is a kind of "but-but" motorboat effect scattered
+ through the generally Simulationist-reading text: admonishments to keep
+ non-GM participants from screwing up the apparently-Narrativist goals,
+ usually by pleading, scolding, or imposing sudden and apparently
+ out-of-place limits on the players' authority to provide input. Good
+ examples include Little Fears, The Burning Wheel, Fvlminata, and The Dying
+ Earth.
+
+ Another sort of Timid Virgin effect is a full spin toward Force Techniques
+ in isolated spots, which is less schizoid in terms of the reading
+ experience, but perhaps more confusing in the long run. Sorcerer, Everway,
+ Zero, Prince Valiant, and The Whispering Vault all have this bi-polar
+ problem, which I think characterizes many early-to-mid-90s game texts.
+
+ 2. Karaoke. This is a serious problem that arises from the need to sell
+ thick books rather than to teach and develop powerful role-playing. Let's
+ say you have a game that consists of some Premise-heavy characters and a
+ few notes about Situation, and through play, the group generates a
+ hellacious cool Setting as well as theme(s) regarding those characters.
+ Then, publishing your great game, you present that very setting and theme
+ in the text, in detail.
+
+ From Over the Edge (Atlas Games, 1994; author is Jonathan Tweet):
+
+ How to Use the Setting
+
+ When I first played OTE, it was on about ten minutes' notice. I had some
+ notes on major background conspiracies, a few images of various scenes,
+ and a primitive version of the current mechanics. No map, no descriptions
+ of businesses, people, places, or any of the other useful tidbits that are
+ crammed into the previous two chapters. [He ain't kidding, and actually
+ it's the previous four chapters, 152 pages total, in the second edition -
+ RE] Naturally I winged it.
+
+ That night were born Total Taxi, Giovanni's Cab's [sic], Cesar's Hotel,
+ and Sad Mary's, all now landmarks in the Edge. Things just happened. I
+ faked it. Since there's nothing that couldn't happen, anything I dreamt up
+ was OK.
+
+ Now, however, you have a background explaining who, what, where, and when.
+ You're in a completely different situation from where I was back on that
+ first manic evening.
+
+ [The rest of the section concerns converting the reader-GM's in-play
+ mistakes about the canonical setting into opportunities, as well as
+ altering it to taste; the suggestion that he may instead put himself
+ directly into Tweet's improvisational shoes at the outset is, to my eyes,
+ vividly absent - RE]
+
+ [several pages later] Could vs. Should
+
+ ... The first time I played OTE, I had a few pages of notes on the
+ background and nothing on the specifics. I made it all up on the spot. Not
+ having anything written as a guide (or crutch), I let my imagination
+ loose. You have the mixed blessing of having many pages of background
+ prepared for you. If you use the information in this book as a springboard
+ for your own wild dreams, then it is a blessing. If you limit yourself to
+ what I've dreamed up, it's a curse.
+
+ All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing"
+ and "(or crutch)" don't hold a lot of water compared to the preceding 152
+ extraordinarily detailed pages of canonical setting. I'm not saying that
+ improvisation is better or more Narrativist than non-improvisational play.
+ I am saying, however, that if playing this particular game worked so
+ wonderfully to free the participants into wildly successful brainstorming
+ during play ... and since the players were a core source during this
+ event, as evident in the game's Dedication and in various examples of play
+ ... then why present the results of the play-experience as the material
+ for another person's experience?
+
+ 3. Metaplot. From Sorcerer & Sword (Adept Press, 2001, author is Ron
+ Edwards):
+
+ Metaplot. The solution most offered by role-playing games is a
+ supplement-driven metaplot: a sequence of events in the game-world which
+ are published chronologically, revealing "the story" to all GMs and
+ expecting everyone to apply these events in their individual sessions.
+ These published events include the outcomes of world-shaking conflicts as
+ well as individual relationships among the company-provided NPCs involved
+ in these conflicts.
+
+ Metaplot of this sort, whether generated by a GM or a game publisher, is
+ antithetical to the entire purpose of Sorcerer & Sword. Almost inevitably,
+ it creates a series of game products that pretend to be supplements for
+ play but are really a series of short stories and novels starring the
+ authors' beloved and central NPCs. The role of the individual play group
+ in those stories is much like that of karaoke singers, rather than
+ creative musicians.
+
+ Metaplot is central to the design of several White Wolf games, especially
+ Mage; all AEG games; post-first-edition Traveller; AD&D'2, beginning with
+ the Forgotten Realms series; as well as others. Nearly all of them are
+ perceived as setting-focused games, and to many role-players, they 'define
+ role-playing with strong Setting.
+
+ However, neither Setting-based Premise nor a complex Setting history
+ necessarily entails metaplot, as I'm using the term anyway. The best
+ example is afforded by Glorantha: an extremely rich setting with history
+ in place not only for the past, but for the future of play. The magical
+ world of Glorantha will be destroyed and reborn into a relatively mundane
+ new existence, because of the Hero Wars. Many key events during the
+ process are fixed, such as the Dragonrise of 1625. Why isn't this
+ metaplot?
+
+ Because none of the above represent decisions made by player-characters;
+ they only provide context for them. The players know all about the
+ upcoming events prior to play. The key issue is this: in playing in (say)
+ a Werewolf game following the published metaplot, the players are intended
+ to be ignorant of the changes in the setting, and to encounter them only
+ through play. The more they participate in these changes (e.g. ferrying a
+ crucial message from one NPC to another), the less they provide
+ theme-based resolution to Premise, not more. Whereas in playing HeroQuest,
+ there's no secret: the Hero Wars are here, and the more everyone enjoys
+ and knows the canonical future events, the more they can provide theme
+ through their characters' decisions during those events.
+
+ In designing a Setting-heavy Narrativist rules-set, I strongly suggest
+ following the full-disclosure lead of HeroQuest and abandoning the
+ metaplot "revelation" approach immediately.
+
+ 4. Sole reliance on deepening and detailing any aspects of Exploration is
+ misguided. The vast majority of attempted Narrativist design is a hunt for
+ the perfect Simulationist design that will ostensibly permit the
+ Narrativist play to emerge, leading to abashedness at best. It's often
+ combined with mistaking an effectiveness-improvement mechanic for a reward
+ system - at this point, the game text simply facilitates High-Concept
+ Simulationist play, and the Narrativist goal is left to Social Contract
+ alone. Various publishing practices, especially a long string of scenario
+ and setting supplememnts, provide the coffin nails.
+
+ 5. Going "no system," especially for IIEE aspects of play, combines the
+ undermining aspects of both of the above two approaches, especially when
+ the author idealizes story as a product rather than Narrativist play as a
+ process. Don't forget, all role-playing has a system; turning it over to
+ "oh, just decide and have fun" merely makes the system crappy and prone to
+ bullying.
+
+ Frankly, un-structured Drama turns out to be ill-suited to Narrativist
+ play. It's clear why people turn to it so consistently; years of suffering
+ through task-resolution systems that fail to resolve conflict, with the
+ attendant Simulationist creep of rules-revisions during the 1980s, is
+ enough to put any aspirant Narrativist off of "rules" and "systems."
+
+ The Window (latest version 1997, author is Scott Lininger) makes a brave
+ attempt at this approach to play:
+
+ You see, after trying what seems like a million different systems during
+ our own series of roleplaying games (perhaps you've seen this, too), we
+ slowly realized that no matter what rules we were using, the interaction
+ between the characters essentially ran the same. No matter what rules we
+ were using, the combat always moved along with the same ultimate effects:
+ it was just a question of how long it took to get there. Even the
+ character creation worked in the same way, or at least was visualized in
+ the same way.
+
+ As it was, our style had become more important to us than the system. We
+ spent many times the creative energy developing the world and our
+ characters than we did figuring up percentages, regardless of the genre we
+ chose. It wasn't the individual stats and skills that made us love our
+ characters, rather it was their actions and their personalities and how
+ they fit into the overall story.
+
+ The only time we really noticed which rules were being used was when they
+ somehow got in the way, as they inevitably did! That was the seed. We
+ decided that it was time for a system that would stay in the background...
+ be invisible as a pane of glass...
+
+ There are plenty of explicit Narrativist goals stated in The Window,
+ especially its Third Precept:
+
+ This is a big idea, though a simple one. It starts with the realization
+ that the actors and the Storyteller are all cooperating toward the same
+ goal: If everyone takes equal responsibility for the quality of the story
+ then all will benefit when it really starts working.
+
+ There are times when a good actor will let go of their own ego and let the
+ story take precedence over their character. There are times when a good
+ Storyteller will allow the actors to narrate scenes. The days of rival
+ camps delineated by a GM screen are over. Though obviously the
+ Storyteller's vision is what creates the seeds of roleplaying, nothing
+ much will grow without the actors' input. An open, out of character dialog
+ about the direction of the story should be maintained so that the
+ Storyteller knows what's working and what's not.
+
+ Strive for originality in all things. Your characters, their actions, and
+ their contribution to the narrative are totally up to you to decide, and
+ the essence of roleplaying is a creative one. Don't allow yourself to fall
+ back on stereotypes, and remember that what you create when you sit down
+ to roleplay is totally unique to you and your group of friends. The story
+ you mutually envision should be your own.
+
+ The Window includes a dice-rolling mechanic, but most of its resolution is
+ handled through Drama, with or without the rolls. Unfortunately, the
+ unstructured-Drama system of the game is anything but invisible - it must
+ be redefined and "referenced" at every moment of play. Contrary to popular
+ belief, it demonstrates the highest Points of Contact of any sort of
+ role-playing. Furthermore, it's the one mode of attempted Narrativist play
+ which fails to prioritize or organize protagonism. It mistakenly asssumes
+ that narration yields Narrativism, and that constraints on narration are
+ necessarily restraints on Narrativist play.
+
+ What's the problem with this? Why am I being so harshly critical? It all
+ goes back to Force - if establishing the IIEE circumstances is under one
+ person's control, without reference to any System features, then scenes'
+ outcomes become the province of that person. Which in turn means that the
+ decisions and actions of player-characters are now details of this one
+ person's decisions. Narrativist de-protagonism is the near-inevitable
+ result.
+
+ 6. Fleeing to Social Contract to solve everything. Some designers,
+ enthralled by the idea that input does not have to be restricted to or
+ filtered through a central person, rely on the hope that everyone feels
+ like contributing extra-protagonist content at any given moment.
+ Unfortunately, this creates a "dead ball" effect in which one must create,
+ on the spot, both adversity and its resolution from whole cloth. People
+ apparently prefer a fair amount of context and constraint in order to
+ provide input instead.
+
+ A related tendency is to rely on restraint, stating or implying that "good
+ players wouldn't do that!" I suggest two alternative approaches: (1) that
+ System provide "rebound" or consequences to make the variety of choices
+ interesting, and (2) stating explict Creative Agenda expectations up
+ front.
+
+ The biggest pitfall of all, though, needs a section of its own.
+
+ The Impossible Thing Before Breakfast
+
+ All right, here we go. This section represents a different angle of attack
+ for me - I'm not discussing System or mechanics design at all, just the
+ "how to role-play" texts. Some of the following games have, in my view,
+ very focused Creative Agenda content in contrast to these sections; other
+ games, not listed or discussed, are comparatively muddled in procedural
+ terms but have crystal-clear "how-to" sections. So this is entirely about
+ the "how-to" text, nothing else.
+
+ From Space: 1889 (1988, GDW Inc, author is Frank Chadwick):
+
+ Each adventure is a story, and the player characters are its heroes, but
+ with an important distinction: Their actions are not determined by an
+ author, but rather by the players themselves.
+
+ [From the chapter "The Referee"]
+
+ ... it is a good idea to conduct as many of the event resolution die rolls
+ as possible yourself and then announce the results. This makes the game
+ seem less mechanical to the players and enables you [to] add a secret die
+ roll modifier here or there to make things come out right without anyone
+ being the wiser. [Elsewhere in the text it is specified that this section
+ applies to critical events for the story - RE]
+
+ From Traveller (1996, Imperium Games Inc., authors are Marc Miller, Lester
+ Smith, Tony Lee)
+
+ The Players
+
+ Like a novel author or an actor in a drama, each player in a role-playing
+ game creates a persona, or character, to portray in the game ... the
+ player responds to the situation of the adventure as it unfolds, deciding
+ what the character would say or do in that situation. They don't just
+ watch the character, they choose the character's options.
+
+ The Referee
+
+ Management of the game is performed by a special player known as the
+ referee. ... Like the director of a movie, the referee judges what can and
+ cannot be accomplished in a particular scene.
+
+ From Tsyk (1996, Propaganda Publishing, author is Serge Stelmack):
+
+ Number Two: The personas are the property of the players.
+
+ Tsyk is not about players versus the GM. It is about the cooperative
+ weaving of a tale that everybody can enjoy. It does not make sense to use
+ the powers of gamemastery to try and dominate the personas, or to be
+ spiteful over their successes in the game.
+
+ Though it is the job of the GM to guide the characters through the
+ adventure, it is always the decisions of the players that dictate the
+ actions of the personas.
+
+ From Agone (2001, Multisim Publishing, authors include Sebatian Celerin,
+ Mathieu Gaborin, Stephane Marsan, Frederic Weil, and others):
+
+ ADVICE TO THE EG
+
+ The role of the Eminence Grise is crucial. He is the balance-keeper of the
+ game. He must prepare - and often create from scratch - thrilling plots
+ and describe the settings and their inhabitants ... In short, he enables
+ the players to live a good heroic-fantasy adventure. He must create a tale
+ in which the players' characters have the lead roles, in which they can,
+ through their actions, bring the story to one end or another.
+
+ In our world, the EG would be called a director or storyteller. Indeed, he
+ is simultaneously writer, director, and actor in a play or movie, which
+ improvises itself as hours of gameplay fly by.
+
+ From Undiscovered (2001, Eilfin Publishing, authors include Adam D.
+ Theriault, Antonio da Rosa, Philip Theriault):
+
+ Guiding Your Adventures
+
+ Let the players control their own fate. Although it is your story, you
+ must follow the whims of the characters. It is, after all, their lives
+ they are playing out. The characters must have the freedom to choose their
+ own fates, not just do what the AG tells them to do. It is your job,
+ however, to guide the characters through the story you have created.
+
+ What could any of this be saying? How is Entity A creating the tale,
+ guiding characters through the adventure, judging what can be accomplished
+ in a scene, making things come out right, and "your story" to be
+ reconciled with Entity B being "like a novel author," determining
+ characters' actions, bringing a story to an end, and having the lead
+ roles? As plain explanation, all such text is unmitigated nonsense. It's
+ such nonsense, that personalized readings that themselves make sense are
+ often projected onto it, as what the authors "must obviously" have meant.
+ Two such projections include:
+
+ 1. Players of the protagonists always provide those characters'
+ decisions, especially climactic ones that drive the resolving scenes;
+ the GM-role is there to provide relevant adversity for everyone else,
+ e.g. managing scene framing, Bangs, and pacing.
+
+ 2. The GM has the story decisions, i.e., wields substantial Force.
+ "Story" isn't coming from player decisions at all and may be
+ considered, itself, a piece of Explorative-material input from the GM.
+ Everyone else is providing color and material through
+ pseudo-decisions.
+
+ Both of these are perfectly reasonable approaches to play. Don't mistake
+ your solution as justification for Impossible Thing game text. If a person
+ is stuck in the rhetoric of The Impossible Thing, he tends to seize his
+ personal solution and embrace it like a life-raft, rejecting any
+ examination of the Thing itself.
+
+ No one is safe, apparently. From Maelstrom (Hubris Games, 1994, author is
+ Christian Aldridge):
+
+ What happens in a game
+
+ Characters will have goals they want to attain, and obstacles to overcome.
+ The story that the narrator creates will provide the setting and the plot.
+ In that plot the characters might stumble into adventure accidentally, or
+ become embroiled in international espionage, or choose to seek out fame
+ and fortune as tomb-robbers or pirates. The important point is that the
+ players author the tale through the actions of their characters.
+
+ Gaaaahh! Right there in a book studded with some of the finest applied
+ Narrativist techniques known to role-playing, there it squats, pulsing!
+ Based on the rest of the text as well as my discussions with Aldridge, I
+ know the first "provide the story" in this excerpt indicates adversity;
+ the second ("author the tale") indicates Narrativist protagonism. But
+ without that distinction in mind, reading such explanations is agonizing;
+ one can see the author filling in phrases he is accustomed to seeing in
+ role-playing texts, then, clearly realizing he's written something he
+ didn't mean, correcting himself mid-paragraph, resulting in a
+ contradictory hash.
+
+ As discussed earlier, the issue hinges on the super-big red herring called
+ "the plot, the story." It can mean so many things: - the NPCs' plan to do
+ something, which is irrelevant in GNS terms, as that's merely in-game
+ adversity, a staple of any role-playing. - given the definite article and
+ given a pre-player-decision context, it's absolutely anathema to
+ Narrativist play. - stripped of that article and given a purely post-play
+ context, it means nothing more than story, and is irrelevant for prep for
+ Narrativist play.
+
+ It's also easy to get distracted by the word "GM." A person may have a
+ mental tautology going between "GM" and "power," with a corresponding
+ death-grip on his or her perceived responsibility to perform and
+ entertain. Once the term is understood to be a set of independent roles
+ which may be distributed differently across the participants, then the
+ whole thing becomes a lot easier.
+
+ As far as game design and text is concerned, The Impossible Thing is easy
+ to avoid. All you have to do is be up-front about where and how those
+ GM-roles are distributed. If you're doing a solid Simulationist game with
+ a strong story emphasis via Force, say so and don't bleat about "players
+ control their characters' decisions" (see Call of Cthulhu and
+ Arrowflight). If you're doing a solid Narrativist game, keep Force out of
+ it entirely (see Dust Devils, InSpectres, and My Life with Master).
+
+The hard question
+
+ I suggest that both Gamist and Narrativist priorities are clear and
+ automatic, with easy-to-see parallels in other activities and apparently
+ founded upon a lot of hardwiring in the human mind (or "psyche" or
+ "spirit" or whatever you want to call it). Whereas I think Simulationist
+ priorities must be trained - it is highly derived play, based mainly on
+ canonical fandom and focus on pastiche, and requires a great deal of
+ contextualized knowledge and stern social reinforcement. This training is
+ characterized by teaching people not to do what they're inclined to. No
+ one needs to learn how to role-play, but most do need to learn to play
+ Simulationist, by stifling their Gamist and/or Narrativist proclivities.
+ Such training is often quite harsh and may involve rewards and punishments
+ such as whether the person is "worthy" to be friends with the group
+ members.
+
+ If the typical role-playing preferences among humans are Gamist and
+ Narrativist, then play based on these modes should be easy to pick up,
+ easy to spread, and easy to sell, and I think it is all three. However,
+ since the typical role-playing text and typical training is Simulationist,
+ the net effect is to bump the majority of interested people away from the
+ hobby after first contact, and to consolidate the Simulationist primacy in
+ all evident features of the hobby, as opposed to the potential ones. This
+ is one of several reasons why the hobby remains decidedly fringe.
+
+ So the first question is, how about you? Are you Simulationist-by-habit,
+ which is to say, well-trained to this mode by the first group you
+ encountered? If so, is that what you really want? If so, then excellent.
+ But! If not, if you'd rather be addressing Premise, then you have a lot of
+ habits to break - perhaps even those which, in your mind, originally
+ defined the activity.
+
+ The second, larger question is much like the Gamist one: why role-play for
+ this purpose? Why this venue, and not some more widely-recognized medium
+ like writing comics or novels or screenplays? Addressing Premise can be
+ done in dozens, perhaps hundreds, of artistic media. To play Narrativist,
+ you must be seizing role-playing, seeing some essential feature in the
+ medium itself, which demands that Premise be addressed in this way for you
+ and not another. What is that feature? If you can't see one, then maybe,
+ just maybe, you are slumming in this hobby because you're afraid you can't
+ hack it in a commercial artistic environment. Maybe you even hang with a
+ primarily-Simulationist group, with the minimal levels of satisfaction to
+ be gained among them, because it's safe there.
+
+ But let's say you do answer that question, and hold your head up as a
+ Narrativist role-playing practitioner, addresser of Premise. Fine - now
+ you have to ask yourself whether you can handle artistic rejection. That's
+ right, no one might be interested in you. This is exactly what all
+ aspiring directors, screenwriters, novelists, and other practitioners of
+ narrative artistry face. In which case, you'll have to decide whether it's
+ because your worthy vision is unappreciated and should seek new
+ collaborators, or because your vision is simply lacking. It's not an easy
+ thing to deal with.
+
+ But let's say that's all resolved too, and you are holding the brass ring:
+ successful and fulfilling Narrativist play with a great bunch of fellow
+ participants, fine and exciting content from your and the others' work,
+ and the sense of worthy artistry. Now for the final conundrum: what will
+ you sacrifice to sustain it? Maybe your spouse is tired of the time you
+ spend on this; maybe you and a fellow group member get a little too close;
+ maybe you decide your art would be even better if your best friend's sorry
+ ass was no longer gumming up the group's work. Can you make those sorts of
+ choices? Can you live with the results?
+
+ Good luck with it. No one ever claimed that balls-to-the-wall artists were
+ necessarily easy to live with.
+
+Glossary
+
+ The following terms continue the lists at the end of the essays
+ "Simulationism: the Right to Dream"
+ ([24]http://www.indie-rpgs.com/articles/15/) and "Gamism: Step On Up"
+ ([25]http://www.indie-rpgs.com/articles/21/), which themselves are
+ additions to the definitions given in "GNS and other matters of
+ role-playing theory" ([26]http://www.indie-rpgs.com/articles/1/). Which is
+ a polite way of saying go look at all of them, for now. A complete
+ glossary is under way.
+
+ Bangs
+
+ Introducing events into the game which make a
+ thematically-significant or at least evocative choice necessary
+ for a player. The term is taken from the rules of Sorcerer.
+
+ Black Curtain
+
+ My term for the techniques a GM may employ to keep his use of
+ Force hidden from the other participants in the game, such that
+ they are at least somewhat under the impression that their
+ characters' significant decisions are under their control. See
+ Illusionism.
+
+ Blood Opera
+
+ Play in which character generation focuses on potentially
+ irreconcilable differences among at least some of the characters,
+ and in which scenario generation is designed to put as much
+ pressure on these differences (and therefore on unexpected
+ alliances as possible). Notable for high mortality rates among
+ characters, in the manner of Reservoir Dogs. The term was coined
+ by Ralph Mazza, Jake Norwood, and myself after playing an
+ especially masochistic session of The Riddle of Steel during
+ Origins 2003.
+
+ Bob (from Sex & Sorcery)
+
+ Withholding response or otherwise mandating a "rest" in the
+ Premise-addressing action of play.
+
+ Conflict resolution
+
+ A technique in which the resolution mechanisms of play focus on
+ conflicts of interest, rather than on the component tasks within
+ that conflict. When using this technique, inanimate objects are
+ conceived to have "interests" at odds with the character, if
+ necessary. Contrast with Task resolution.
+
+ Congruence
+
+ Term coined by Walt Freitag to describe the theoretical
+ possibility of simultaneous play of different Creative Agendas
+ which, although fulfilling very different needs for their
+ employers, are also mutually supportive between those employers.
+ The existence of sustained congruence remains controversial.
+
+ Cross (from Sex & Sorcery)
+
+ Introducing effects from previous scenes into current scenes,
+ although the scenes do not contain the same protagonists.
+
+ Deprotagonize (Paul Czege)
+
+ To limit or devalue another person's opportunity to establish
+ their character as a protagonist during Narrativist play. Note
+ that this is specific to Paul's use of Protagonism strictly in the
+ limited Narrativist context.
+
+ Egri, Lajos
+
+ the author of The Art of Dramatic Writing (1946); see Premise.
+
+ El Dorado
+
+ Coined by Paul Czege, a term for the unrealizable ideal of
+ consistently addressing Premise through explicitly Simulationist
+ play.
+
+ Force
+
+ Originally called "GM-oomph" (Ron Edwards), then "GM-Force" (Mike
+ Holmes) - Control over the protagonist characters'
+ thematically-significant decisions by anyone who is not the
+ character's player. The Force is an especially good term for this
+ phenomenon, due to (1) its sense of imposed mandate and
+ strength-in-control (not just input), and (2) its parodic Star
+ Wars connotation - whatever you want the plot to be, "use the
+ Force!"
+
+ Ouija-board role-playing
+
+ Coined by me in this essay, a form of Illusionism practiced among
+ all the participants upon one another to conceal both Step On Up
+ and Story Now priorities from one another.
+
+ Pastiche
+
+ An artistic production which relies on invoking pre-existing
+ productions' features for its primary effect; at worst, a simple
+ imitation, but at best, potentially a strong secondary commentator
+ on the original text. Often associated with "fanfic" or other
+ forms of homage.
+
+ Premise (adapted from Egri)
+
+ A generalizable, problematic aspect of human interactions. Early
+ in the process of creating or experiencing a story, a Premise is
+ best understood as a proposition or perhaps an ideological
+ challenge to the world represented by the protagonist's passions.
+ Later in the process, resolving the conflicts of the story
+ transforms Premise into a theme - a judgmental statement about how
+ to act, behave, or believe.
+
+ Prima Donna
+
+ A Narrativist player who engages in Premise-addressing, but will
+ not share screen time or Premise-significant decision-making time
+ with other participants. An extremely dysfunctional subset of
+ Narrativist play.
+
+ Protagonism
+
+ A problematic term with two possible meanings. (A) A
+ characteristic of the main characters of stories, regardless of
+ who produced the stories in whatever way. (2) A characteristic set
+ of behaviors among people during role-playing, associated with
+ Narrativist play, with a necessary equivalent in Gamist play and
+ possible and Simulationist play.
+
+ Railroading
+
+ Control of a player-character's decisions by the GM, or
+ opportunities for decisions, in any way which breaks the Social
+ Contract for that group, in the eyes of the character's player.
+
+ Simulationist-by-habit (Jesse Burneko)
+
+ A form of synecdoche which defines "role-playing" according to
+ certain historically-widespread Simulationist approaches to play."
+ The system's job is to provide the physics of the game-world" is a
+ good example.
+
+ Story
+
+ an imaginary series of events which includes at least one
+ protagonist, at least one conflict, and events which may be
+ construed as a resolution of the conflict.
+
+ Story Now
+
+ a mode, or Creative Agenda, in which Premise is addressed through
+ play. The epiphenomenal outcome for the transcript is almost
+ always a story.
+
+ Task resolution
+
+ a technique in which the resolution mechanisms of play focus on
+ within-game cause, in linear in-game time, in terms of whether the
+ acting character is competent to perform a task. Contrast with
+ Conflict resolution.
+
+ Transcript
+
+ an account of the imaginary events of play without reference to
+ any role-playing procedures. A transcript may or may not be a
+ story.
+
+ Transition (coined by Fang Langford)
+
+ Changing from one Creative Agenda to another through the course of
+ play using rules designed to make that process easy.
+
+ Typhoid Mary
+
+ A GM who employs Force in the interests of "a better story,"
+ usually identifiable as addressing Premise; however, in doing so,
+ the GM automatically de-protagonizes Narrativist players and
+ therefore undercuts his or her own priorities of play, as well as
+ being perceived as a railroader by the players. An extremely
+ dysfunctional subset of Narrativist play.
+
+ Vanilla Narrativism: Narrativist play without notable use of the following
+ techniques
+
+ Director Stance, atypical distribution of GM tasks, verbalizing
+ the Premise in abstract terms, overt rules concerning narration,
+ and improvised additions to the setting or situations. People who
+ typically play in this fashion often fail to recognize themselves
+ as Narrativists.
+
+ Weave (from Sex & Sorcery)
+
+ A GM technique of bringing NPC activities closer to the
+ player-characters and to introduce multiple responses among NPC
+ and player-character actions.
+
+ --------------------------------------------------------------------------
+
+ Last updated 29-Jan-2004 09:56:35 CDT
+
+ The Forge created and administrated by [27]Clinton R. Nixon and [28]Ron
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--- /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/
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+ 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