Balesir
Adventurer
As I said, the Forge agendas apply to instances of play. If you have a group that passes cues to switch agendas (in, say, combat, exploratory and social interaction passages of play, for example) I'm sure this could work. But, then, I think you would, de facto, be using different rules for the different passages of play - I have certainly seen that happen in practise. All it takes, though, is one player who isn't on-board with the cues, and it can become dysfunctional fast.In any case, I've previously described that our group is made up of people who task switch very rapidly when gaming, and this is why we have relatively fruitful gaming out of all three agendas, often switching our focus in seconds. I think when games are "clicking" with traditional groups, playing in a traditional style, this is what is happening. What Forge theory describes as disfunctional, is actually highly functional giving sufficient cues passed back and forth amongst the group. (Nor is this limited to the agenda, as task switching into and out of metagaming, social gaming, and so on also can occur.)
I haven't, but if you are talking about improvisation (in anything) done around collectively understood themes and with collectively understood cues, I know broadly what you mean. Add in someone who does not have a broad jazz (or whatever) education and an empathy with the rest of the group, though, and I imagine it would go south pretty quickly.I think the synergies that Starfox discusses emerge out of that mix of task switching and cues. If you've ever played in a jazz band, and done improvizational jazz, you'll know exactly what I mean.
This post prompted some interesting thought over what 'rules' or systems do in this context. I'm wondering if the idea of rules "supporting" an agenda splits really into two 'cases':Probably one of the more popular and well-supported innovations in RPGs is the Hero Point/Life Point/Luck Point/Force Point. A Hero point could be construed to represent:
- A character's determination and capacity to exceed their normal capabilities
- A form of currency used by a player to overcome challenges
- A tool to shape the story to create climactic events and prevent anti-climax
In practice, it is any, and all three. A basic weakness of Forge theory is that it posits competing agendas, when in fact, in many cases, the agendas have the potential to converge.
It may be, as you say, difficult to design such a game, but I think such an argument is a steep hill to climb. Why is it difficult? Is it not the path of least resistance, if you can identify the various goals players are likely to have?
1) The rule has first to allow the focus in question. The "Hero/Action/Luck/Whatever Point" mechanic is an example of a rule that 'allows' just about any focus. Skill roll mechanics would be similar, as long as the "target number" is not too closely constrained.
2) The rule may also cue a specific focus. This feeds into pawsplay's/Starfox's/Crazy Jerome's point about cueing, but with the systems themselves giving cues about expected or encouraged agenda. The advantage of putting this in the rules would be that a similar expectation would be engendered in all those coming to the table; a disadvantage would be that those who prefer to avoid the encouraged agenda(s) will avoid the system. This is a disadvantage only in a commercial sense.
Sounds to me like players expecting gamism (character "advancement" is a system that seems to me to give out pretty strong gamist cues, while not disallowing any other agenda) but getting a "character advancement" that was trying not to support gamism much. I find it interesting that Classic Traveller had no character "development" (read: "getting more powerful") system. I find removing such systems useful for Sim games, because of the Gamist cues they tend to give off.That may be in part because RM skill development is on the futility treadmill. Everyone knows the numbers are supposed to go up, but you have no idea what the difficulties are going to be like, and you can't possibly cover every skill to some maximum degree. I would argue that the strongest agenda for skill development in RM is outside the G-N-S division; primarily, skill development is done aesthetically. It is more a statement about what kinds of skill checks you like to succeed at, than any probabilistic attempt to beat skil checks optimally, story-driven "realistic" or at least in genre skill development, or skills as a tool for crafting dramatic events. My players hated RM, and although I kind of liked it, I could sort of see why. RM skill development is an unbeatable puzzle designed primarily to test your psychology, like some awful Star Trekian simulation.
Or:"Don't be stupid - surely you know the chances of that are nil! That's so suboptimal - we can sneak into a storeroom to nick stuff with only low level guards to beat!" - Gamism.A while back there was a thread in which a situation was described where a group of characters went to see a king and the thief decided to pickpocket the king. In that situation there are, in GNS terms, three broad options:
Woot! Mental! Go for it! But if you get caught you're on your own! - Gamist
Or: "Sure - your character is just the sort of futz who'd try that! OK, roll; let's see if he gets caught." - Sim.You're ruining the adventure! There's no way you can realistically get away with that and we're all going to be thrown in jail and executed - Sim
Or: "What?!? The pursuit of some dumb stunt like this has nothing to do with the story, or the theme we're trying to develop! Cut that out!" - Nar.That's a defining character choice with lots of potential for new and unforseen drama. Let's run with it and see where it goes - Narratavist
While I think Gamist and Narrativist agendas are more "robust" - in the sense that they tend to generate more adrenalin/emotion and thus can swamp out Sim if they are around - I don't think this particular split is well founded, I'm afraid.In that example both Narratavist and Gamist players might say 'Go for it!' when the pickpocketing gets announced, but for entirely different reasons - and the GNS essays talk about why G & N can co-exist more easily with each other than with S.
Exactly what I was trying to convey - thanksI don't think GNS says a game can't switch between the modes. It posits that A) there will be a trend towards prioritising one and B) if players are expecting different modes in a given situation then you have disagreement, conflict and an unhappy mess to sort out.
