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BillHamilton
Bill Hamilton

Thu

Jan 26
2006

04:50Z

So not only are we having badwrongfun...

... but, we're so contaminated by our badwrongfun that we're brain 
damaged, and can't acutally play a proper role-playing game.

http://lumpley.com/marginalia.php?entry=158&comment=3777

Or, at least, so Ron Edwards thinks.  Any shred of respect I might have 
had for the man has just withered and died.



-Bill Hamilton
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CarlCravens
Carl D Cravens

Thu

Jan 26
2006

14:42Z

So not only are we having badwrongfun...

On Wed, 25 Jan 2006, Bill Hamilton wrote:

> ... but, we're so contaminated by our badwrongfun that we're brain
> damaged, and can't acutally play a proper role-playing game.

Funny, I almost commented on this particular blog post, but I don't 
read the comments there.  In the blog post, Vincent...

"Are we still obsessed with securing our personal characters' 
relevance? Is the threat that our personal characters will be somehow 
made irrelevant still so urgent?"

These guys are so deep into "telling a story" that they're willing to 
abandon the "roleplaying" aspect of roleplaying games.  When they 
start questioning our "obsession" with playing our "role" (our 
personal character), I think they've gone way over the edge of 
"roleplaying game."

It's weird... for so long, I've been telling people that 
"story-oriented" roleplaying isn't just group novel writing.  But I 
think that's exactly what designers like Vincent and Ron are trying to 
accomplish... they're not writing roleplaying games anymore, they're 
writing rules for group novel writing.  I think they're moving further 
and further into irrelevancy concerning the roleplaying community. 
They think they're the next big thing, the wave of the future... and I 
think they're going to be nothing but a footnote.  And I certainly 
think that they aren't going to have any influence on the mainstream 
of the hobby if they continue to hold the mainstream in contempt.

And then Ron thinks "we" are being brain-damaged by roleplaying games. 
The more I read these guys, the less I respect them.  I quit reading 
Chris Chin's blog because he kept pissing me off with his "traditional 
roleplayers are so f-ed up" attitude.  I'm about ready to dump _all_ 
the theory blogs that smack of elitism.  It'd free up a lot of my 
lunch hour.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Don't anthropomorphize computers.  They hate that.
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RogerBurtonWest
Roger Burton West

Thu

Jan 26
2006

14:56Z

So not only are we having badwrongfun...

On Thu, Jan 26, 2006 at 08:42:47AM -0600, Carl D Cravens wrote:

>These guys are so deep into "telling a story" that they're willing to 
>abandon the "roleplaying" aspect of roleplaying games.  When they 
>start questioning our "obsession" with playing our "role" (our 
>personal character), I think they've gone way over the edge of 
>"roleplaying game."

I started to get that impression when the idea of downplaying the
importance and influence of the GM became popular. As far as I'm
concerned, the GM-as-God is one of the key distinctions between an RPG
and everything else. (See my post last year about the Arkham Horror
boardgame - it's a GM-less game with strict rules, some of which are
there to enhance the atmosphere.)

>It's weird... for so long, I've been telling people that 
>"story-oriented" roleplaying isn't just group novel writing.  But I 
>think that's exactly what designers like Vincent and Ron are trying to 
>accomplish... they're not writing roleplaying games anymore, they're 
>writing rules for group novel writing.

This is my main reservation about Primetime Adventures: it _is_ an
improvised collaborative game, and there's no way anyone could spend
much time coming up with the sort of subtle and intricate background
that's one of the things I love about conventional RPGs.

The proposal seems to be that, because someone else might come up with a
better story about your character than you, you shouldn't prohibit that
person from doing it (and therefore there shouldn't really be a "your
character" at all). What if the other person comes up with a worse
story? What if you had some ideas about your character's background that
haven't come out in play yet, but which aren't compatible with the new
proposal? I can see this killing as many interesting stories as it
starts.

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Thu

Jan 26
2006

16:37Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Roger Burton West wrote:

RBW>I started to get that impression when the idea of downplaying the
RBW>importance and influence of the GM became popular. As far as I'm
RBW>concerned, the GM-as-God is one of the key distinctions between an RPG
RBW>and everything else. (See my post last year about the Arkham Horror
RBW>boardgame - it's a GM-less game with strict rules, some of which are
RBW>there to enhance the atmosphere.)

I'm inclined to say GM-as-God is the key distinction between roleplaying 
and simming, though I'm not sure what precisely is the distinction between 
roleplaying+simming and everything else then.  Sims tend to have 
administrators, yes, but they tend toward coordinating things and 
mediating disputes rather than actually directing plots.  But other than 
that, there's not a vast divide separating them from regular pbem rpg 
(which is why GAMERS is theoretically about both).

RBW>The proposal seems to be that, because someone else might come up with a
RBW>better story about your character than you, you shouldn't prohibit that
RBW>person from doing it (and therefore there shouldn't really be a "your
RBW>character" at all). What if the other person comes up with a worse
RBW>story? What if you had some ideas about your character's background that
RBW>haven't come out in play yet, but which aren't compatible with the new
RBW>proposal? I can see this killing as many interesting stories as it
RBW>starts.

There's no good reason, in a perfectly conventional roleplaying game, that 
player A can't tell player B "Wouldn't it be cool if..."  I fail to see 
the need for funky mechanics that *force* player B to accept the what-if.

But I'm not so much concerned with this killing interesting stories 
(though it might) as with having a highly creative, or simply highly 
pushy, player taking over everyone's stories.  Granted with enough 
wouldn't-it-be-cools he could do so anyway, if he kept convincing the 
other players and GMs, but... it's a social game, the GM is there to 
manage that sort of thing.

I'm way more interested in meeting-facilitation techniques than I am in 
funky plot-control mechanics.  We have issues with that, because our play 
group is also a group of friends, and because of busy schedules (Bill 
works second shift and goes to school, Chris has somewhat demanding family 
concerns, Carl and I have family and Phoenyx...) we seldom see each other 
outside game time, and so we spend a lot of time just socializing.  We 
need to work on separating the socializing time from the game time.

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Thu

Jan 26
2006

18:06Z

Meeting facilitation

On Thu, Jan 26, 2006 at 10:37:05AM -0600, Karen J. Cravens wrote:

>I'm way more interested in meeting-facilitation techniques than I am in 
>funky plot-control mechanics.  We have issues with that, because our play 
>group is also a group of friends, and because of busy schedules (Bill 
>works second shift and goes to school, Chris has somewhat demanding family 
>concerns, Carl and I have family and Phoenyx...) we seldom see each other 
>outside game time, and so we spend a lot of time just socializing.  We 
>need to work on separating the socializing time from the game time.

I think the thing that rubs me the wrong way about the use of terms like
"meeting-facilitation techniques" is that they're essentially setting up
an invisible power relationship. My ideal solution to having too much
chat at the table is for someone to say "OK, but let's get back to the
game", at which point everyone does it. The key is that it's all overt.

Now, as far as meeting facilitation is concerned, some of it is just
that simple; but the catalogue also includes disguised ego-stroking and
other things that I don't regard as acceptable among a group of friends:
basically, making sure that person X thinks he's getting what he wants
and feels good in the short term even though he's actually getting what
Y wants (aka "consensus-building"). I've worked in offices where that
sort of thing was necessary, I've seen the long-term resentment it
builds up when people realise that they aren't getting what they want
but that they've been manoeuvred out of being able to complain about it,
and I don't want to carry it into my gaming as well.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Thu

Jan 26
2006

18:23Z

Meeting facilitation

On Thu, 26 Jan 2006, Roger Burton West wrote:

RBW>I think the thing that rubs me the wrong way about the use of terms like
RBW>"meeting-facilitation techniques" is that they're essentially setting up
RBW>an invisible power relationship. My ideal solution to having too much
RBW>chat at the table is for someone to say "OK, but let's get back to the
RBW>game", at which point everyone does it. The key is that it's all overt.

Yeah, we do that.  But what I really want is to be able to do it like one 
of the guys who led a Bible study at our church.  About halfway through 
the series, we realized how good he was at keeping everyone on-topic.  He 
was overt, yes, but also the most tactful person I think I've ever met.

RBW>Now, as far as meeting facilitation is concerned, some of it is just 
RBW>that simple; but the catalogue also includes disguised ego-stroking 
RBW>and other things that I don't regard as acceptable among a group of 
RBW>friends: basically, making sure that person X thinks he's getting what 
RBW>he wants and feels good in the short term even though he's actually 
RBW>getting what Y wants (aka "consensus-building"). I've worked in 
RBW>offices where that sort of thing was necessary, I've seen the 
RBW>long-term resentment it builds up when people realise that they aren't 
RBW>getting what they want but that they've been manoeuvred out of being 
RBW>able to complain about it, and I don't want to carry it into my gaming 
RBW>as well.

Okay, now that's just getting weird.  Yeah, none of that kind of HWF... 
I'm thinking more along the lines of ways to ensure that the less-forceful 
personalities still get heard, things like that.  Which shouldn't be 
hard... except that the GM is portraying NPCs, juggling plots in his head, 
and all those other GMly things.

-- 
Karen J. Cravens  silver@phoenyx.net

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GmDslOnlyNet
Mike Harvey

Thu

Jan 26
2006

18:22Z

So not only are we having badwrongfun...

Quoting Carl D Cravens :
> It's weird... for so long, I've been telling people that
> "story-oriented" roleplaying isn't just group novel writing.  But I
> think that's exactly what designers like Vincent and Ron are trying to
> accomplish... they're not writing roleplaying games anymore, they're
> writing rules for group novel writing.

This is a great insight. I mean it's right there in plain view, but I kept
trying to see it as a roleplaying game and missing the real significance.

For something like 10 years I've been gradually meandering down the road from
my origins in gamist D&D through simulationism and then into storybook land
(and recently pulling back again), but I'm starting to feel a little lost.
RPGs and SPGs (story-playing games) overlap in the middle, and most of us
play somewhere in that middle. But where I used to see narrative as an
evolved aspect of RP, lately I'm starting to see it as othogonal to RP;
something that is non-RP, something from Outside.

Mike


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KarenCravens
Karen Cravens

Thu

Jan 26
2006

18:31Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Mike Harvey wrote:

MH>play somewhere in that middle. But where I used to see narrative as an
MH>evolved aspect of RP, lately I'm starting to see it as othogonal to RP;
MH>something that is non-RP, something from Outside.

That's one gripe I've had with most game theory... it's all floaty 
high-level stuff that doesn't actually help me *play*.  You know, with the 
bad acting and stuff.  I want some theory that's practical, down at the 
actually roleplaying stuff level.  If that makes sense.  I mean, when they 
*do* start messing with roleplaying stuff, it's usually "And we just 
realized that this 'roleplaying' thing interferes with 'story,' so quit 
it!"  Uh... no, I *like* that part, I want them to work *together*, 
helloooo...

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Thu

Jan 26
2006

19:57Z

So not only are we having badwrongfun...

On Thu, Jan 26, 2006 at 12:22:58PM -0600, Mike Harvey wrote:

>For something like 10 years I've been gradually meandering down the road from
>my origins in gamist D&D through simulationism and then into storybook land
>(and recently pulling back again), but I'm starting to feel a little lost.
>RPGs and SPGs (story-playing games) overlap in the middle, and most of us
>play somewhere in that middle. But where I used to see narrative as an
>evolved aspect of RP, lately I'm starting to see it as othogonal to RP;
>something that is non-RP, something from Outside.

Umph. You can have tactical conflict simulations without narrative:
that's your basic dungeon-bash (to call "we kill everything, take its
stuff and spend our loot on ale and whores" a narrative is to dilute the
term to uselessness). Can you have something that involves actual
role-playing?

To me, narrative is the structure that gives you a reason to play a
role; it may arise from player or GM actions, but essentially it is the
larger story of a character's progress.

On Thu, Jan 26, 2006 at 12:31:58PM -0600, Karen J. Cravens wrote:

>That's one gripe I've had with most game theory... it's all floaty 
>high-level stuff that doesn't actually help me *play*.  You know, with the 
>bad acting and stuff.  I want some theory that's practical, down at the 
>actually roleplaying stuff level.

I think that's called "GM advice" rather than "theory". :-)

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Thu

Jan 26
2006

20:56Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Roger Burton West wrote:

RBW>I think that's called "GM advice" rather than "theory". :-)

Player advice, too.  And everyone always says that like practical advice 
is somehow less respectable than theory.  To which I say:  Bah.

-- 
Karen J. Cravens  silver@phoenyx.net

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GmDslOnlyNet
Mike Harvey

Thu

Jan 26
2006

23:14Z

So not only are we having badwrongfun...

Hmm, this reply got kind of long, but I hope it is of some interest.

Quoting Roger Burton West :
> Umph. You can have tactical conflict simulations without narrative:
> that's your basic dungeon-bash. Can you have something that involves actual
> role-playing?

Wargaming has no role-playing, you are just manipulating game pieces. Most
dungeon-bashers that I've met do indeed identify with their character, and in
achetype games like D&D have sharply defined functional roles. IMO role does
not require a separate fictional persona; role can also be "what would I do?"

> To me, narrative is the structure that gives you a reason to play a
> role; it may arise from player or GM actions, but essentially it is the
> larger story of a character's progress.

The way I see it,

  characters + situation => story
  [---"simulation"-----]

That is, put characters in an interesting situation and you get a story. It
may or may not be a _good_ story. Furthermore, you can run the equation
backwards: given a desired story-output, you can work backs to determine what
inputs you need to get there.

The interaction between characters and situation is the simulation, and
usually is carefully defined and governed by rules, mechanics, or reason. The
story narrative is just a record of simulated events.

A ROLE playing game focuses on quality inputs: player decisions (expressed
through characters). The story output is not important, except to the extent
it recounts an enjoyable play experience. The play itself is its own reward.
What little story is produced tends to take the form of anecdotes (the time I
did this, or when Joe died humorously, etc), and even these reflect the
quality of play more than any sort of dramatic quality. Witness the many "I
guess you had to be there" anecdotes.
- direct ("what will I do") vs indirect ("what would my character do")
- quality play may mean "winning", "immersion", etc.
- seeks to guarantee play at the expense of the story

A STORY playing game focuses on quality output. Inputs are malleable and
unimportant, except to the extent they produce quality output. A story game
starts with story goals and works backwards to construct events that meet
those goals. Simulation cause-and-effect can be modified or ignored. Events
are only described in enough detail for story needs, no more.
- quality output means the story is dramatic and follows narrative conventions
- seeks to guarantee story at the expense of simulation


In practical terms,

Gamism (including dungeon crawling) is pure RPG. It is entirely
character-focused, and the emphasis is on tactical decision-making and clever
play. Player roles are usually direct, and actions follow player goals
(metagame) rather than any sort of IC goals. This is a form of simulationism,
in that the characters and situation are usually governed by tightly-defined
rules.

Simulationism comes in at leats two other flavors. One is "indirect
exploration" where the players create a fictional persona and seek to
simulate that character's life as accurately as possible. The other is
"direct exploration" where the players do whatever they feel like doing,
without a strong focus either on playing a persona or on overcoming
challenges; this latter is probably the most common in my experience, living
vicarously in a fantasy world and doing things you cannot normally do.

Narrativism is a hybrid between RPG and SPG. It focuses on story, but seeks to
use simulationist methods to produce that story. That is, it plays like a
normal RPG except that either characters (players), situation (GM), or both
are deliberately making decisions based on story rather than simulation.
Setting stakes is a perfect example, as the players and GM make decisions
based on desired outcomes rather than what would really happen, modify the
simulation to produce those results, but then (typically) resolve using
simulation mechanics. Fudge points are another example, allowing re-rolls
based on desired outcomes.

Another form of narrativist game builds story mechanics into the simulation,
so that players play normally (as it if were not narrativist) but ideally get
a quality story output. IMO this is very difficult to do without wrecking the
"reality" of the simulation, and such games generally only produce ONE kind
of story because it is programmed in mechanically rather than being
consciously controlled. A possible example here is DITV, which sacrifices
almost all sim detail in order to produce story output, and also tells only
one story: judgement. The details vary but the story is the same. Other
examples are Paladin (which produces a story about purity and corruption),
TSOY with its influence pools and "bringing down the pain", and ironically
AD&D with its rags-to-riches progression and class archetypes.

Pure SPG would create the story directly. Baron Munchausen is a pure SPG
although pretty thin on "game" mechanics. (What it lacks in quality play
though is made up for in beer!) Donjon is a step in this direction in that
players can pretty much make up whatever they think is cool and justify it
later, although it uses simulationist terms. Primetime Adventures sounds like
a nearly pure SPG in that it only has mechanics for controlling the story and
does _no_ simulation; still it is a hybrid insofar as it has a character
focus. I think a pure SPG would look rather like the greek gods playing chess
with mortal pawns, where all characters are merely playing pieces to be used
and discarded. Aria Roleplaying came close to this concept.


The ideal seems to be a game that always provides quality interaction (with
sim) AND always produces quality story. This is elusive because if you focus
on the former without attention to the latter, you lose control; if you
program it in mechanically you are limited; if you pay attention to the
latter you lose immersion and compromise the fidelity of the sim, and also
lose play quality (ie tactics).

Some forge designers seem to be moving in the direction of providing quality
play through *story* mechanics rather than sim, possibly dispensing with RP
altogether. Forge games are thus often very gamist and mechanical, providing
needed play quality and challenge but moving away RP.

There is a way to pull it off (quality play AND quality story), and that is to
appoint a god-like third party to be responsible for story, so the players can
play 100% sim but still have someone watching out for the story. To maintain
immersion, the god-like storyteller should manipulate the story indirectly,
ie by the actions of freewilled NPCs or by adding/removing elements offstage;
the river flows where it will, none the wiser, but God puts mountains and
valleys where he wants.

Mike



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TMNeeck
T. M. Neeck

Fri

Jan 27
2006

02:41Z

So not only are we having badwrongfun...

Am I the only one having difficulties distinguishing between this "game 
design" debate and a poli-sci thread?  It's very enlightening to switch out 
a few terms here and there and see how closely this mirrors political theory 
arguments...so much so that I'd love to see how positions on the one map 
with positions on the other.  Though honestly, I suspect I already know how 
it would turn out...

        Darth Stomper's
                Head Hurts! 

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KarenCravens
Karen Cravens

Fri

Jan 27
2006

02:51Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, T. M. Neeck wrote:

TMN>Am I the only one having difficulties distinguishing between this "game 
TMN>design" debate and a poli-sci thread?  It's very enlightening to switch out 

Well, yeah.  Probably because I haven't seen any poli-sci threads, though.

TMN>a few terms here and there and see how closely this mirrors political theory 
TMN>arguments...so much so that I'd love to see how positions on the one map 
TMN>with positions on the other.  Though honestly, I suspect I already know how 
TMN>it would turn out...

I don't, and it sounds fun.  Give us the layman's version, please?

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

TMNeeck
T. M. Neeck

Sat

Jan 28
2006

00:05Z

So not only are we having badwrongfun...

----- Original Message ----- 
From: "Karen J. Cravens" 
To: 
Sent: Thursday, January 26, 2006 8:51 PM
Subject: Re: GM: So not only are we having badwrongfun...


> On Thu, 26 Jan 2006, T. M. Neeck wrote:
>
> TMN>Am I the only one having difficulties distinguishing between this 
> "game
> TMN>design" debate and a poli-sci thread?  It's very enlightening to 
> switch out
>
> Well, yeah.  Probably because I haven't seen any poli-sci threads, though.
>
> TMN>a few terms here and there and see how closely this mirrors political 
> theory
> TMN>arguments...so much so that I'd love to see how positions on the one 
> map
> TMN>with positions on the other.  Though honestly, I suspect I already 
> know how
> TMN>it would turn out...
>
> I don't, and it sounds fun.  Give us the layman's version, please?

One of the best descriptions I've heard of the distinction between liberal 
and conservative viewpoints is...wait for it...systems.  (This will sound 
familiar in a hurry.)  The liberal viewpoint believes that it is possible to 
create a political/ethical/whatever system, by means of which human behavior 
can be moderated for the general welfare of all.  (Thus the "Government is 
Good" approach so commonly associated with that viewpoint.)  By contrast, 
the general conservative position holds that there is no "perfect system", 
and that any system is only as good as those operating within it, and 
therefore such a system should be unobtrusive, with a focus on allowing the 
individual as much control as is feasible.  (Thus placing the onus for a 
functional society on private entities, be they citizens or corporations.)

The idea that a "perfect system" can overcome all human flaws, as a citizen 
or player of games, versus the emphasis on a compromise system acting as a 
neccesary referee between autonomous actors, be they...well, I think you can 
see how this can all look damnedably similar after a while.  (It even comes 
with the usual levels of mutual contempt between camps, at no extra charge. 
Bonus points if you can map attitudes towards GMs and religion--trust me, 
this works better than one would like to think...)

[Side point:  Why yes...it IS hard to tell which US political party is which 
philosophy these days!  No wonder I get migraines every four years...]

Note that I'm not saying that, for example, "Dogs in the Vineyard" = 
"Communism" or "HERO System" = "Constitutional Democracy", or any moral 
points in that area.  But I can't help but note, when game designers talk 
about a collective effort where no individual has final control over even 
his or her own role...or even HAS a role that is their own, fully ...well, 
you can't blame a fella for thinking he's heard this somewhere before...

I'm certain I've oversimplified or misstated something somewhere, but 
hopefully you get the gist.  Bottom line:  Philosophies in game design say a 
lot more about overall personal philosophy than one might think on 
surface...

        T. M. Neeck
                (ALMOST a Poli-Sci major, a looooooong time ago...)

"We now return you to your regularly scheduled game design debate, already 
in progress..." 

----------------------------------------------------------------
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KarenCravens
Karen Cravens

Sat

Jan 28
2006

05:18Z

So not only are we having badwrongfun...

On Fri, 27 Jan 2006, T. M. Neeck wrote:

TMN>The idea that a "perfect system" can overcome all human flaws, as a citizen 
TMN>or player of games, versus the emphasis on a compromise system acting as a 
TMN>neccesary referee between autonomous actors, be they...well, I think you can 
TMN>see how this can all look damnedably similar after a while.  (It even comes 
TMN>with the usual levels of mutual contempt between camps, at no extra charge. 
TMN>Bonus points if you can map attitudes towards GMs and religion--trust me, 
TMN>this works better than one would like to think...)

That's... really perceptive.  I like that.

I had, at one point, told Carl he ought not get terribly bothered about 
some of the more eccentric game theory conversations, and that the 
comments thereto were just a big circle-jerk with no real debate 
permitted, because it sounded so *precisely* like college kids who've just 
discovered politics.  At the time, I told him something along the lines 
of, "Don't worry, in a few years they'll get out into the real world, turn 
into conservatives, and be extremely embarrassed about that period in 
their lives."  I had no idea it mapped quite so literally, though.

TMN>I'm certain I've oversimplified or misstated something somewhere, but 
TMN>hopefully you get the gist.  Bottom line:  Philosophies in game design say a 
TMN>lot more about overall personal philosophy than one might think on 
TMN>surface...

Well, that explains it.  I live in a red state, ergo I don't agree with 
those nutty Forgies.  (Well, okay, oversimplified.)

Now, the question is, can we usefully turn political philosophy into GM 
advice?

-- 
Karen J. Cravens  silver@phoenyx.net

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TMNeeck
T. M. Neeck

Tue

Jan 31
2006

00:27Z

So not only are we having badwrongfun...

----- Original Message ----- 
From: "Karen J. Cravens" 
To: 
Sent: Friday, January 27, 2006 11:18 PM
Subject: Re: GM: So not only are we having badwrongfun...


> On Fri, 27 Jan 2006, T. M. Neeck wrote:
>
> TMN>The idea that a "perfect system" can overcome all human flaws, as a 
> citizen
> TMN>or player of games, versus the emphasis on a compromise system acting 
> as a
> TMN>neccesary referee between autonomous actors, be they...well, I think 
> you can
> TMN>see how this can all look damnedably similar after a while.  (It even 
> comes
> TMN>with the usual levels of mutual contempt between camps, at no extra 
> charge.
> TMN>Bonus points if you can map attitudes towards GMs and religion--trust 
> me,
> TMN>this works better than one would like to think...)
>
> That's... really perceptive.  I like that.
>
> I had, at one point, told Carl he ought not get terribly bothered about
> some of the more eccentric game theory conversations, and that the
> comments thereto were just a big circle-jerk with no real debate
> permitted, because it sounded so *precisely* like college kids who've just
> discovered politics.  At the time, I told him something along the lines
> of, "Don't worry, in a few years they'll get out into the real world, turn
> into conservatives, and be extremely embarrassed about that period in
> their lives."  I had no idea it mapped quite so literally, though.
>
> TMN>I'm certain I've oversimplified or misstated something somewhere, but
> TMN>hopefully you get the gist.  Bottom line:  Philosophies in game design 
> say a
> TMN>lot more about overall personal philosophy than one might think on
> TMN>surface...
>
> Well, that explains it.  I live in a red state, ergo I don't agree with
> those nutty Forgies.  (Well, okay, oversimplified.)
>
> Now, the question is, can we usefully turn political philosophy into GM
> advice?

"The GM which governs best, governs least."

Every so often, libertarians have a point...

        --T. M. Neeck 

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KarenCravens
Karen Cravens

Tue

Jan 31
2006

00:56Z

So not only are we having badwrongfun...

On Mon, 30 Jan 2006, T. M. Neeck wrote:

TMN>"The GM which governs best, governs least."
TMN>
TMN>Every so often, libertarians have a point...

Yeah, I'd be a libertarian if I had any faith in human nature.

('Course, I have inadequate faith in human nature to actually buy into 
*any* particular candidate or party.  Makes voting darn hard.)

-- 
Karen J. Cravens  silver@phoenyx.net

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KarenCravens
Karen Cravens

Tue

Jan 31
2006

02:09Z

So not only are we having badwrongfun...

On Mon, 30 Jan 2006, Roger Burton West wrote:

RBW>There are ways and ways of doing it. Saying, during a game, "what would
RBW>you guys like to see happen next" devalues the actions of the PCs; I
RBW>think it's a very valid question, but I try to ask it by email, or when
RBW>I see individual players away from the game.

I'm not sure what you mean by devaluing the actions of PCs... you mean, 
asking what they'd like the results of their actions to be, or just what 
they'd like to see come up next?

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sun

Jan 29
2006

05:02Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Roger Burton West wrote:

> I started to get that impression when the idea of downplaying the
> importance and influence of the GM became popular. As far as I'm
> concerned, the GM-as-God is one of the key distinctions between an RPG
> and everything else.

I think it's possible to have "roleplaying" in a GM-less game 
(_Polaris_ does it), but I don't think I'd _prefer_ such a game.  I 
like to know that somebody is in charge and has a rough idea of where 
things are going.  That the core elements of the plot aren't being 
jerked around by whoever "won" narration rights for this scene.

My experience with the card game "Once Upon a Time" tells me that 
joint creation without any mediation becomes a tug-of-war over the 
plot.

> The proposal seems to be that, because someone else might come up with a
> better story about your character than you, you shouldn't prohibit that
> person from doing it (and therefore there shouldn't really be a "your
> character" at all).

I think letting other people tell your character's story takes away 
the most important (to me) aspect of roleplaying... _playing_ the 
role.  Not telling a story about a character, but _being_ that 
character within and unfolding story.

It's _my_ character, and that's what makes roleplaying unique to me. 
Of course, many Forgites sneer at what the Big Model calls 
"simulationists", or what the rest of the world calls "immersive" 
players.  They seem to think that wanting to get into your character's 
head and _experience_ the story is a crippling flaw.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [        The Fudge List -- http://fudge.phoenyx.net/        ]
Some days it's not worth chewing through the restraints.
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KarenCravens
Karen Cravens

Mon

Jan 30
2006

16:40Z

So not only are we having badwrongfun...

On Sat, 28 Jan 2006, Carl D Cravens wrote:

CDC>I think letting other people tell your character's story takes away 
CDC>the most important (to me) aspect of roleplaying... _playing_ the 
CDC>role.  Not telling a story about a character, but _being_ that 
CDC>character within and unfolding story.

Somewhat.  I mean, as I mentioned in one of the paradox posts, I don't 
necessarily have characters I exactly want to "be" (sometimes more than 
others... I can assure you I don't want to be "comic relief, played by Dom 
DeLuise") but I still want to have *ownership* of them.  They're mine.  
Mineminemine!

Other bits, of course, are escapism.  It's hard to escape in a shared 
character.

Now, okay, escapist fiction is sort of a narrow, low-lit sort of thing.  
On the one hand, I think it's great that people are trying to simulate 
more complex sorts of fiction, but that doesn't mean the simple fun sorts 
are invalidated.

-- 
Karen J. Cravens  silver@phoenyx.net

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KarenCravens
Karen Cravens

Mon

Jan 30
2006

16:31Z

So not only are we having badwrongfun...

On Fri, 27 Jan 2006, Mike Harvey wrote:

MH>I have tended to equate "GM story" with railroading and fudging (aka cheating,
MH>that there is no simulation only the illusion of a simulation). That's one
MH>reason I said god-like third party instead of GM; personally my knee jerks
MH>when I hear "GM" and "story" in the same sentence.

I think that *is* what happens in the process very many times.  Sometimes 
it's because the GM doesn't see any better way of building/guiding/ 
creating/telling the story.  It's a risk... after all, it's not as if you 
can go to trade school and learn how to be a GM.  It's trial and error, 
most of the time, and there's a certain risk involved.  That's why I think 
"GM advice" is way under-resepected... there's a certain macho ethic that 
says the GM should never have to ask for help, least of all from his own 
players.

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Mon

Jan 30
2006

16:44Z

So not only are we having badwrongfun...

On Mon, Jan 30, 2006 at 10:31:46AM -0600, Karen J. Cravens wrote:

>That's why I think 
>"GM advice" is way under-resepected... there's a certain macho ethic that 
>says the GM should never have to ask for help, least of all from his own 
>players.

There are ways and ways of doing it. Saying, during a game, "what would
you guys like to see happen next" devalues the actions of the PCs; I
think it's a very valid question, but I try to ask it by email, or when
I see individual players away from the game.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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MikeF
Mike Feldhusen

Mon

Jan 30
2006

17:18Z

So not only are we having badwrongfun...

>>That's why I think
>>"GM advice" is way under-resepected... there's a certain macho ethic that
>>says the GM should never have to ask for help, least of all from his own
>>players.
>
> There are ways and ways of doing it. Saying, during a game, "what would
> you guys like to see happen next" devalues the actions of the PCs; I
> think it's a very valid question, but I try to ask it by email, or when
> I see individual players away from the game.

And while not strictly what this is talking about, I've found that player
speculations during the game are a very good indicator of what they would
like to happen.  Which then gives me ideas of where to go with the game
and how to get there.

Of course, it took me years to learn to listen to what was important and
what is idle chatter.  And it helps to know your players as well.


--
Michael Feldhusen
mike_f@io.com
caulay@gmail.com

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KarenCravens
Karen Cravens

Mon

Jan 30
2006

16:44Z

So not only are we having badwrongfun...

On Fri, 27 Jan 2006, T. M. Neeck wrote:
TMN>I'm certain I've oversimplified or misstated something somewhere, but 
TMN>hopefully you get the gist.  Bottom line:  Philosophies in game design say a 
TMN>lot more about overall personal philosophy than one might think on 
TMN>surface...

Oh, and I was so impressed by this post I put it on the Phoenyx' front 
page.  Unfortunately, you can't (quite) participate via the web archives, 
but there's a subscription link there, too.

(The new Phoenyx server is in the mail... one step closer to fully 
interactive web archives, woo hoo!)

-- 
Karen J. Cravens  silver@phoenyx.net

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BillHamilton
Bill Hamilton

Mon

Jan 30
2006

17:00Z

So not only are we having badwrongfun...

On Mon, 30 Jan 2006, Karen J. Cravens wrote:

> Oh, and I was so impressed by this post I put it on the Phoenyx' front
> page.  Unfortunately, you can't (quite) participate via the web archives,
> but there's a subscription link there, too.

Speaking of the web archives, it seems something is wrong with the 2006 
page.  I get a 404 not found when I try to access it.  The monthly index 
works fine.

-Bill Hamilton
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KarenCravens
Karen Cravens

Tue

Jan 31
2006

02:10Z

So not only are we having badwrongfun...

On Mon, 30 Jan 2006, Bill Hamilton wrote:

BH>Speaking of the web archives, it seems something is wrong with the 2006 
BH>page.  I get a 404 not found when I try to access it.  The monthly index 
BH>works fine.

Fixed.  Stupid permissions.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

02:17Z

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Mike Harvey wrote:

> For something like 10 years I've been gradually meandering down the road from
> my origins in gamist D&D through simulationism and then into storybook land
> (and recently pulling back again), but I'm starting to feel a little lost.

I've done some of the same, and it was wandering out into "really 
vague rules-light" land that got me feeling lost... I realized that I 
_want_ a certain level of rules as the "contract" of how things work. 
They don't have to be real detailed, but there has to be enough for me 
to be comfortable that I'm not just making it _all_, including the 
PC's successes and failures, as I go.

> RPGs and SPGs (story-playing games) overlap in the middle, and most of us
> play somewhere in that middle. But where I used to see narrative as an
> evolved aspect of RP, lately I'm starting to see it as othogonal to RP;
> something that is non-RP, something from Outside.

Hm.  A narrative is formed out of play, but I'm not sure how important 
that narrative is _to_ the play as it happens.  The power of 
experiencing the story from the inside can fully override a lackluster 
narrative.

Which is, of course, why gamers often hate to hear other gamers' war 
stories...  "you had to be there" is practically the _point_ of 
roleplaying.  To someone who wasn't there, it's just a lackluster 
narrative.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [    Fudge Factor Webzine -- http://www.fudgefactor.org/    ]
ANY system works with enough hammer thumps.
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KarenCravens
Karen Cravens

Thu

Feb 2
2006

17:19Z

So not only are we having badwrongfun...

On Wed, 1 Feb 2006, Carl D Cravens wrote:

CDC>Which is, of course, why gamers often hate to hear other gamers' war 
CDC>stories...  "you had to be there" is practically the _point_ of 
CDC>roleplaying.  To someone who wasn't there, it's just a lackluster 
CDC>narrative.

One might wonder, then what happens to gamers who care more about how 
their games sound as "actual-play" narratives than how they actually, 
well, play.

One might suppose they'd go entirely for story, and drop the experiential 
components entirely.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

19:40Z

So not only are we having badwrongfun...

On Thu, 2 Feb 2006, Karen J. Cravens wrote:

> One might suppose they'd go entirely for story, and drop the experiential
> components entirely.

Is it with intentional irony that you're describing a Forge line of 
thinking?

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
...and BTW, OTOH (FWIW), IMHO it's OK.
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KarenCravens
Karen Cravens

Thu

Feb 2
2006

19:45Z

So not only are we having badwrongfun...

On Thu, 2 Feb 2006, Carl D Cravens wrote:

CDC>On Thu, 2 Feb 2006, Karen J. Cravens wrote:
CDC>
CDC>> One might suppose they'd go entirely for story, and drop the experiential
CDC>> components entirely.
CDC>
CDC>Is it with intentional irony that you're describing a Forge line of 
CDC>thinking?

One might suppose so...

-- 
Karen J. Cravens  silver@phoenyx.net

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KarenCravens
Karen Cravens

Thu

Feb 2
2006

17:36Z

So not only are we having badwrongfun...

On Thu, 2 Feb 2006, Roger Burton West wrote:

RBW>Get 'em to go to a role-playing convention? (I'm not entirely joking.)

Technically, he's started one... Wichita Game Day or whatever it's called 
is in a week or so.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

02:36Z

So not only are we having badwrongfun...

On Fri, 27 Jan 2006, Roger Burton West wrote:

> (I note that all these terms get used differently by different people.
> When I use them I'm going by the Threefold Model. This isn't quite the
> same as your definition.)

And this gets really confusing when talking to a mixture of people 
explosed to the Threefold Model and/or the Forge's Big Model.  They 
use some of the same terms, but often mean something very different by 
them...  the Big Model's GNS "simulation" is rgfa's "immersive 
roleplay" and has little to do with the rules simulating something... 
it's close to the Threefold "drama" but not _quite_.  (Oddly, the 
Threefold didn't really address immersive play separate from 
story-producing play, lumping them both under Dramatism... which is 
odd, because dramatism implies an actor-stance, and not necessarily an 
immersive mode. :)

Except that the Big Model's GNS is more about rules and the Threefold 
is about players, which makes it even more confusing.

Fortunately, 90% of the people don't understand the GNS "simulation" 
anyway, and assume it means what the Threefold meant anyway.

Blah.  So trying to read a discussion like this where everyone may 
have slightly or greatly different interpretations of the words being 
used is frustrating.  It was hard enough getting everyone on the same 
page when directly discussing one model... when discussing roleplaying 
in general with tangental references to two models mixed with "common 
usage of the word," I have no clear idea what people are talking 
about. :)

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
BASIC programmers never die, they GOSUB without RETURN.
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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

02:51Z

So not only are we having badwrongfun...

On Mon, 30 Jan 2006, Karen J. Cravens wrote:

> That's why I think "GM advice" is way under-resepected... there's a 
> certain macho ethic that says the GM should never have to ask for 
> help, least of all from his own players.

At the risk of under-respecting GM advice, I'm afraid that a lot of GM 
advice I hear is just theory... do as I say, not as I do, because the 
givers are just repeating something they've heard and been unable to 
put into practice themselves.  (In fact, the Dragons Landing podcast 
guys said just that.  They have trouble following their own advice.)

I think the number-one lack in roleplaying is cross-pollenization _at 
the table_.  Not being exposed to enough different gamemasters and 
players.  I think learning by example is the strongest teacher here. 
When you've got a group full of timid roleplayers, I think the best 
cure is a strong example of good roleplaying.

Now, how can I take that and apply it to the Wichita Roleplayers 
group.  I've been thinking about developing some "roleplaying 
workshops" with them, if only I could figure out how to do them.  (I'm 
no master roleplayer myself.  I'm certainly not an "Elite 
Gamemaster." :)

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
* Sysop ('sih sop) n.: The guy laughing at your typing.
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RogerBurtonWest
Roger Burton West

Thu

Feb 2
2006

10:51Z

So not only are we having badwrongfun...

On Wed, Feb 01, 2006 at 08:51:03PM -0600, Carl D Cravens wrote:

>At the risk of under-respecting GM advice, I'm afraid that a lot of GM 
>advice I hear is just theory... do as I say, not as I do, because the 
>givers are just repeating something they've heard and been unable to 
>put into practice themselves.  (In fact, the Dragons Landing podcast 
>guys said just that.  They have trouble following their own advice.)

I think that most GMs just _do_ things and can't necessarily articulate
how or why they do them.

>I think the number-one lack in roleplaying is cross-pollenization _at 
>the table_.  Not being exposed to enough different gamemasters and 
>players.  I think learning by example is the strongest teacher here. 
>When you've got a group full of timid roleplayers, I think the best 
>cure is a strong example of good roleplaying.

Conventions are great for this sort of thing; I picked up a lot of ideas
from playing and running at GamesFairs. Even someone whose game doesn't
work can be useful in showing _why_ it doesn't work.

>Now, how can I take that and apply it to the Wichita Roleplayers 
>group.  I've been thinking about developing some "roleplaying 
>workshops" with them, if only I could figure out how to do them.  (I'm 
>no master roleplayer myself.  I'm certainly not an "Elite 
>Gamemaster." :)

Get 'em to go to a role-playing convention? (I'm not entirely joking.)

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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CarlCravens
Carl D Cravens

Thu

Feb 2
2006

15:59Z

So not only are we having badwrongfun...

On Thu, 2 Feb 2006, Roger Burton West wrote:

> Conventions are great for this sort of thing; I picked up a lot of ideas
> from playing and running at GamesFairs. Even someone whose game doesn't
> work can be useful in showing _why_ it doesn't work.

I think game convention play is distinctly different from home play. 
It can be pretty intimidating to someone who's trying to overcome 
shyness issues.  And I think there's as much bad example as good 
example... my experience is that when there are prizes being given for 
"best roleplaying," the ham actors go into overdrive and don't leave 
any room for the less timid players.

My personal experience with convention play, which I have to admit 
isn't a great deal, has not been all that good.  I've had a few good 
games, and I think I could have learned a lot from Scott Heine if I 
had the chance to game with him long-term.  But in general, most of my 
experience has been poor (though sometimes funny).

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [        The Fudge List -- http://fudge.phoenyx.net/        ]
4 out of 5 people think the 5th person is an idiot.
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