"Gamism," The Forge, and the Elephant in the Room

I agree that this happens, but don't agree about the functionality of the resulting model - what it results in is posts where games relying upon heaps of GM force to produce a story in spite of the action resolution mechanics get lumped together with games that try to ensure that the action resolution mechanics themselves will produce a good story without the GM needing to exercise force in the same way.

Story-telling railroads vs story-creation games.

I agree those are different. I tend to think story-telling-railroad* should be its own classification. However story-creation games can be Edwards-Narrativism, but don't have to be. They can be other sorts of Dramatist play. Edwards would happily lump in a non-railroaded 'Buffy' game with a pure-railroad game and call both Sim. Then he'd add in Runequest type world-simulation for good measure, and claim the players of all three had the same Creative Agenda: 'exploration'. :\

*And the players who love them.
 
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Belasir it sounds like the GNS definition has found a common thread for the convenience of its categories but is totally missing the essence of simulationism. Really it sounds like the forge is just trying to define away anything that intrudes on its theory. It is overly reductionist in this case. RQ and Buffy are setting out to do two entirely different things. You can't just reduce them to Exploration. I also think the term Exploration is being used far too broadly here and artificially bounding two very different ideas unde the same notion.
Maybe - in which case, as I said before, we need someone to come and tell us what is the "essence of simulationism"? What I see at this point are two cases:

1) A group gather to create a joint story and use mechanics and game procedures (whether written in the rule book or not) to prioritise player input to that story from all players (including the GM, if there is one).

2) One person comes up with a situation and plotted "story arc" (by which I mean a set of intentions of the (NPC) protagonists and maybe an expected storyline if things aren't changed) and the players experience it in the alter egos of their characters, possibly pushing buttons and twisting dials in the fiction to see how that alters the 'story'/situation.

These seem to be fundamentally different; to "lump them together" as "Dramatism" seems to miss a critical distinction.

On the other hand, we have:

1) One person comes up with a situation and plotted "story arc" (by which I mean a set of intentions of the (NPC) protagonists and maybe an expected storyline if things aren't changed) and the players experience it in the alter egos of their characters, possibly pushing buttons and twisting dials in the fiction to see how that alters the 'story'/situation.

2) One person creates a game world setting, with NPCs and societies and such like and the players explore that setting using their alter ego 'characters', pushing buttons and twisting dials in that game world to see what effect that has in the game setting.

3) One person sets up a game world setting, with NPCs and so on to interact with, and the player(s) use that world setting as a foil to their character, which they try to "get into the head of" and identify with to the maximum degree, experiencing the game world from that character's point of view.

These three seem to me to have far more in common than the first two, even though they are clearly quite different themselves.

Just to add my two cents I think it is practical to distinguish between simulation, which strives for varying degrees of realism (RQ and Harn), and Emulation which strives to capture the feel and "laws" of genres (Buffy and Savage Worlds).
Why? Sure, there is a clear, prima facie difference, but from the point of view of games that are very specifically about "other worlds", why should the one we somewhat thoughtlessly refer to as "real" hold any special position or significance?

Did somebody say it was an inferior way to play? I must have missed that.
[MENTION=463]S'mon[/MENTION] claimed that Simulationism was treated as an inferior agenda in the post three below yours.

With that being said, it sounds like you're of the school of GNS thought that attempts to make the incoherent GNS Simulationism semi-coherent by defining it as "exploration" (usually by using multiple and mutually contradictory definitions of "exploration" to pull it off). (I believe this originates from a later Edwards essay, but it's been awhile since I really delved into this stuff.)
The drive to categorise people sits heavy with you, apparently. If all you are going to try and do is pigeonhole me as a strawman I'm not gonna play.

But, as you've noted, this doesn't actually solve the problem. In fact, it perpetuates it: Not only does GNS Simulationism remain a bizarre amalgamation of Threefold Dramatist and Threefold Simulationist agendas that's "too freeform" and "too variable" to be useful, but you've simultaneously scooped out large chunks of Threefold Simulationism and orphaned them completely.
"Threefold Dramatism" is a kludged amalgam already, as I pointed out above. GNS Simulationism can pretty much be described as "exploration" in all its forms - if you have examples that don't fit (these "parts of Threefold Simulationism that were 'orphaned', perhaps?) please explain them.

Exactly what is "explored" is certainly freeform and variable, but does classifying the elements of what is explored either (a) change the basic agenda of "exploration" or (b) consitute a useful exercise, as opposed to artificially limiting what we think of as "viable exploration targets"? I don't think so.

The result is a theory which is incoherent, confusingly labeled (since simulationism is no longer focused on simulation), and incomplete even within the simple boundaries of what it's trying to discuss.
Simulation is tied into exploration: if someone is exploring an imagined world, someone else has to "simulate" that imaginary world for them. As Hârn creator Robin Crossby put it "GMs build castles in the sky, and players live in them".

Ultimately, the only real way to "fix" GNS theory is to go back to the very beginning and fix the initial error of moving dramatist agendas (which are naturally related to other dramatist agendas) into simulationism. The theory would still have some problems, IMO, but it wouldn't be fundamentally flawed from square one.
No, it would be unrelated to GNS (as it always was - possibly Edwards' greatest mistake was the conflation of terminology) and still kludging together two fundamentally different forms of play:

1) One in which the GM makes in-fiction choices and resolutions in order to make "interesting" dramatic situations for the players to explore, and

2) One in which the group looks for mechanics and procedures that allow all of them collectively to fabricate a story without any preconceived situation or premise.

Someone pointed this thread out to me:

Here

I think it may shed some light on resentment by simulationists to GNS.

Also in post number three Ron says he classifies gamers using GNS.
And in reply 11 he makes it clear that this is discussion to try to uncover theories from a mess of opinions. Two points:

1) Agreeing that GNS is a useful set of classifications for thinking about RPGs and RPG systems is not the same as agreeing with whatever Ron edwards has ever said, and

2) If we start getting possessive and defensive about terms we identify with, or start searching through what other people have ever said to classify them as "bad people", useful discussion soon flies out the window.

I think we're skirting close to that last one already.

Story-telling railroads vs story-creation games.

I agree those are different. I tend to think story-telling-railroad* should be its own classification. However story-creation games can be Edwards-Narrativism, but don't have to be. They can be other sorts of Dramatist play. Edwards would happily lump in a non-railroaded 'Buffy' game with a pure-railroad game and call both Sim. Then he'd add in Runequest type world-simulation for good measure, and claim the players of all three had the same Creative Agenda: 'exploration'. :

*And the players who love them.
Leaving aside that I think a (non-railroaded) 'Buffy' game could easily pursue a Narrativist agenda, could you explain what a non-railroaded, non-Narrativist game of 'Buffy' could look like?

As an aside, an exploratory game does not have to be "railroaded"; you can change things as you explore them - a fact dramatically demonstrated by European explorers since the 1200's or so. That doesn't stop what you are doing being exploration.

Aside 2: railroads can, in my view, be useful in some situations (and by no means only in "Sim" ones). A game addressing a specific Gamist agenda concerned with encounters only (D&D 4E could - but need not - be played in this way) can use a "railroad" story to tie together and add context/goals to the encounters, for example. By no means to everyone's taste (not to mine, to be honest), but nevertheless a valid use for the "technique".
 
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Belasir, the essence of simulationism is very simple: Striving for realism. It has nothing to do with the type adventure you go on. You can have a story heavy RPG that is simulationist in its physics. People associate it with sandbox but it can support all kinds of play. GNS distorts the normal definition of the term and stretches the definition of exploration to make it a meaningless category.

In answer to why we need it. I don't need deep simulation in my games. I want a moderate amount of realism. Others want more, yet others want less. Jst because a setting has magic, dragons etc, that doesn't mean it isn't governed by a consistent set of physical laws. If you want people to suspend disbelief, it helps if you keep the mundane elements believable.
 


Leaving aside that I think a (non-railroaded) 'Buffy' game could easily pursue a Narrativist agenda, could you explain what a non-railroaded, non-Narrativist game of 'Buffy' could look like?

If Dramatist: Mutual story-creation set in the world of Buffy, possibly emulating aspects of the TV show, that is not based on Premise, Premise being required by Narrativism. The rules-free online 'sim' posting community do or did that kind of thing a lot, for Buffy but especially for Star Trek.

Or

If Simulationist: A simulation of what it would be like to live in the world of Buffy, whether as a normal human, a Slayer, a Demon, or other. The Runequest/Twilight 2000 approach.

Edit: You could also have a Gamist game set in the Buffyverse. I'd think it would make a pretty good setting for Gamist play. Kill monsters, level up.
 

Belasir, the essence of simulationism is very simple: Striving for realism.

You can simulate something that is not the real world, of course.

"What would it be like to be a Slayer in the Bufyverse?" is a simulationist approach, as opposed to "Let's create a story like the ones in the Buffy TV show", which is a Dramatist approach.

In-universe, Slayers die all the time. In the TV show, the protagonists rarely die, at least not permanently.

So, in the former approach, the Simulationist approach, characters do not have script immunity, you don't know whether your Slayer PC is Buffy or Kendra until the dice tell you so. In the Dramatist approach you know your PC is Buffy or the Buffy analogue, and your PC won't die a meaningless death in session 2.
 

.

And in reply 11 he makes it clear that this is discussion to try to uncover theories from a mess of opinions. Two points:

1) Agreeing that GNS is a useful set of classifications for thinking about RPGs and RPG systems is not the same as agreeing with whatever Ron edwards has ever said, and

2) If we start getting possessive and defensive about terms we identify with, or start searching through what other people have ever said to classify them as "bad people", useful discussion soon flies out the window.

I think we're skirting close to that last one already.

A) Having a discussion doesn't make him any less resonsible for his statements. He opens by labeling a simulationism an abdication of responsibity and purpose. He describes almost like a moral failing. People will and should react negatively to that.

1) agreed, but GNS is embedded with many of Edward's biases against certain play style, it is a model with an agenda. It is not terribly objective.

3) Useful discussion flies out the window when you use semantics to force a model, when you dismiss people's own stated reasons for gaming, and when you define away whole play styles because they don't fit your model.

I never said Edwards was a bad person. In fact if you go back, you will see that I said he is actually a nice guy when you interact with him on his forum.
 


Story-telling railroads vs story-creation games.

I agree those are different. I tend to think story-telling-railroad* should be its own classification.

I think that's just repeating Edwards mistake at a slightly smaller scale.

The argument can certainly be made that storytelling railroads are a dysfunctional form of dramatist play. But I don't think that means it's not dramatist play.

In similar fashion, as I mentioned earlier in the thread, you can see arguably dysfunctional gamist play ("I win" munchkinism or killer GMs, for example) and arguably dysfunctional simulationist play (2 hour sessions resolving 10 seconds of game time in minute detail).

While I think there's very valuable discussion to be had in looking at subsets of each agenda, I think the impulse to say "this is slightly different approach to achieving dramatism, so let's push it out of dramatism altogether" is a mistake.

"Threefold Dramatism" is a kludged amalgam already, as I pointed out above

You're mistaking technique with agenda and then claiming that the agenda is somehow a "kludge" because it can be pursued with different techniques.

It's like claiming that Discworld isn't fantasy because it's funny. Or that Shakespeare isn't theater because it's written in English.

Ultimately, the only real way to "fix" GNS theory is to go back to the very beginning and fix the initial error of moving dramatist agendas (which are naturally related to other dramatist agendas) into simulationism. The theory would still have some problems, IMO, but it wouldn't be fundamentally flawed from square one.
No, it would be unrelated to GNS

Fair enough. I guess we'll just have to agree that GNS is too deeply flawed to be fixed.

I think this parrallel post by Justin Alexander is accurate, and accords with what several of us have been saying:
http://www.therpgsite.com/showpost.php?p=507977&postcount=7

That's the guy I was thinking of above... but apparently not the post (since this looks like it was just posted).
 

Belasir, the essence of simulationism is very simple: Striving for realism.
Isn't that "Realism"? I repeat my question from before - why should the "real" world as a model have a special place when discussing imaginary worlds?

It has nothing to do with the type adventure you go on. You can have a story heavy RPG that is simulationist in its physics. People associate it with sandbox but it can support all kinds of play. GNS distorts the normal definition of the term and stretches the definition of exploration to make it a meaningless category.
Sure, all of that is an area of concern and discussion - but it's not what I'm talking about when I use GNS concepts to view a situation. You can take the word "Simulation" away from me, if you like - but that doesn't change the concept I'm talking about. I'll just have to come up with a new word for it, and we'll play 'confiscate the word' again. I try to be specific when I'm using the word in a GNS sense for just this reason - others use it in several different ways (case in point: your is quite different to that used in the Threefold, for example).

In answer to why we need it. I don't need deep simulation in my games. I want a moderate amount of realism.
Fine - and entirely understandable. But nothing to do with the agenda for concentration and activity that you bring to any particular game, which is what GNS tries to address.

I think this parrallel post by Justin Alexander is accurate, and accords with what several of us have been saying:
http://www.therpgsite.com/showpost.php?p=507977&postcount=7
Much of that is verbatim what [MENTION=6673496]Rogue Agent[/MENTION] said - looks like maybe Justin Alexander = Rogue Agent?

If Dramatist: Mutual story-creation set in the world of Buffy, possibly emulating aspects of the TV show, that is not based on Premise, Premise being required by Narrativism. The rules-free online 'sim' posting community do or did that kind of thing a lot, for Buffy but especially for Star Trek.
OK, so how do the players know what this mutual story should be about? Do they discuss and choose a situation (monster and nefarious deeds for the episode)? Do they have a GM to choose this for them? Do some of them play the "bad guys"?

In short, what is an individual player concentrating on at the point when in-game resolution is happening?

A) Having a discussion doesn't make him any less resonsible for his statements. He opens by labeling a simulationism an abdication of responsibity and purpose. He describes almost like a moral failing. People will and should react negatively to that.
Sure, but I'm not here to answer for Ron Edwards' statements or posting history. I am interested in a specific way of looking at the roleplaying experience, and I have my own ideas about it based in part on reading what he (and others) have written about it. Since he was the first person to publish thoughts on taking that view, I think it's reasonable to give his thoughts full consideration as part of that.

1) agreed, but GNS is embedded with many of Edward's biases against certain play style, it is a model with an agenda. It is not terribly objective.
The model is entirely objective; that Edwards may not be (and that I may not be, for that matter) I entirely accept. Conflating the model with its instigator is, as with so many theories and models throughout history, profoundly unhelpful, in my view.

What the model might be is flawed or incomplete. As with any theory or model, the way to address that is for those knowledgeable about the subject to first understand what the model or theory says, and then amend, disprove or add to it as appropriate. So far, what I have seen is a combination of:

- Not understanding the model, so objecting to it on the grounds of what it isn't

- Claiming that it is incomplete, but failing to add to it or even specify what, precisely, it is missing, and

- Claiming that it is wrong, but failing to specify clearly what is invalid without trying to apply the model to things it expressly does not address.

If a constructive addition or alternative were offered, or if an example of an agenda were offered that is not covered by the GNS schema, I would be very glad indeed to hear of it. Like any theory, GNS stands until a better one is found (and the Threefold, while it had its uses, is just different, not a replacement - it does not address agendas for gaming and never did).

3) Useful discussion flies out the window when you use semantics to force a model, when you dismiss people's own stated reasons for gaming, and when you define away whole play styles because they don't fit your model.
What "reasons for gaming" (I'll take this to be equivalent to what I understand by 'agenda' for now, but more definition may be needed to be sure) are dismissed or 'defined away'? In all the discussion so far, I ain't seeing any.
 

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