You are inventing this need for motivations when Actor stances does not have them. Period.
Here it is for you again, since you keep missing it, "In Actor stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have."
See? Not one word about motivation. Character knowledge and perceptions are the only criteria. Once again, you are attempting to redefine something to suit your personal argument in order to poo poo on what someone else is doing.
Sure, but the motivation can be as simple as, "I want to go look at those woods." When my PC, without any background or any other knowledge was placed in front of those woods, I used his knowledge and perception that the woods existed to make an actor stance decision to go to those woods. That decision automatically included the motivation of "I want to go look at those woods." There is no need for this deeper "richness" you keep trying to insert into actor stance.
Wow. Even at the worst roleplaying I took part in, when I was in junior high and didn't know any better, we weren't engaging in that. No wonder people dismiss Ron Edwards and the Forge so often, if that's what he's claiming happens "most of the time." But yeah, that's not at all applicable to my game or the descriptions I gave above about actor stance. Nor does it apply in any way to refute what I am saying about actor stance. I will refer you to the Forge's actual definition of actor where motivation isn't a part of the definition. Probably because motivation automatically gets inserted into every decision.
To build on what Edwards says here, of course one can trivially "convert" pawn stance into actor stance if one posits that one's PC has no motivations other than those of Edwards's "Id": a drive to "win" by killing and looting. But the goal of post-D&D "simulationist" FRPGs like RQ, C&S and the like is to enable actor stance in a richer sense than this, by providing sufficient context (psychological and/or social) to permit a relatively rich inhabitation of the PC and resultant actor stance action declarations.
This is precisely an example of Edwards's "Id". There's no character here, no in-fiction motivation. Just raw drive, which is indistinguishable from the player's desire to succeed at the game by beating the dungeon.
Which simply does not apply to anything that I've said on the subject of actor stance. You are conflating hack n' slash games with a non-hack n' slash game that simply lacks "richness."
Of course, but that tells us nothing about stance. If those motivations are determined as part of the process of action declaration - which in RPGing they very commonly are - then we have author stance.
No. In author stance the motivation is the player's, not the characters. If the motivation is a part of the action declaration and is the PC's, it's actor stance, as 1. motivation is not required for actor stance, and 2. the motivation is the PC's.
Basically, to be author stance the motivation has to be the player's AND there is no attempt at all to act based on the PC's knowledge and perceptions. If you are acting based on the PC's knowledge and perceptions, then it's actor stance, which automatically has an in-character motivation for the act.
Similarly, if your decide that your PC looks for a trail through the woods because you, the player, are thinking about what seems like a sensible thing to do in a wargaming sense, and you then impute to your PC a belief that trails lead to safety, that is author stance too.
Sure. I didn't do that. I looked to the woods, because based on m character's knowledge of the situation and perceptions, it was the what he wanted to do. There was no "wargaming sense" sense. It was simply an in-character motivation to 1. see the woods, and 2. find safety. There was no attempt on my part to use a "real person's priorities" to make the decision, so no author stance could happen.
For instance, my priority could be to have encounters and gain levels, but the decision my PC made at those woods was to see the woods and find safety. Those are two different motivations and I only made the decision based on actor stance.
An author deciding what Spot does next, and a player deciding what his/her PC does next, are very similar (in some cases perhaps identical) decision-situations, and both can be approached in actor or author stance as defined by Ron Edwards. (You can't write a story in pawn stance, at least if your character is to have any inner life at all.)
The difference is in what motivates the declaration. If it's the player's desire, it's author, unless you go back and motivate after the fact, then it's pawn. If it's the PC's knowledge and perceptions, then there is no retroactive motivation going on as the motivation is included WITH the declaration and it's actor stance.
When Kubasik says "Modules disintegrated the moment a player got the bright idea of having his character become a lord by courting a princess," he is talking about courting the princess being the actual substance of play. I have played Prince Valiant session in which courting noble ladies has been the principle focus of play. The system supports that. It supports romantic rivalry, whether between PCs or between PCs and NPCs. B2 doesn't: as Kubasik says, D&D "offered no rules for courting a princess". In B/X and Gygax's AD&D there are rules for fighting, for searching doors and walls, for opening doors, for encountering and evading rival armed bands, and for determining the reaction rolls of de-contexualised strangers. There are no rules for courtship or for romantic rivalry. And a game which is The Lost Caverns of Tsojcanth will not, cannot, have courtship and romance as its principal focus of play.
So it was a colossal Red Herring. You're bringing up something that doesn't apply to the discussion at hand as some sort of what, evidence?
Nonsense. When I play Burning Wheel, I'm nearly always declaring actions in actor stance.
Here's an excellent description of the process by Eero Tuovinen (again, he doesn't use the particular terminology but he describes the phenomenon well in the context of what he calls "the standard narrativistic model" of RPGing):
The rest of the players [ie all but the GM] each have their own characters to play. They play their characters according to the advocacy role: the important part is that they naturally allow the character’s interests to come through based on what they imagine of the character’s nature and background. . . .
[O]nce the players have established concrete characters, situations and backstory in whatever manner a given game ascribes, the GM starts framing scenes for the player characters. Each scene is an interesting situation in relation to the premise of the setting or the character (or wherever the premise comes from, depends on the game). The GM describes a situation that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character.
Burning Wheel has formal elements of PC build that help establish these PC motivations. For instance, my character Thurgon has the following relevant elements on his PC sheet:
Beliefs
*The Lord of Battle will lead me to glory
*I am a Knight of the Iron Tower: by devotion and example I will lead the righteous to glorious victory
*Harm and infamy will befall Auxol no more!
*Aramina will need my protection
Instincts
*When entering battle, always speak a prayer to the Lord of Battle
*If an innocent is threatened, interpose myself
*When camping, always ensure that the campfire is burning
Relationships
*Xanthippe (Mother, on the family estate at Auxol)
*Aramina (sorceress companion)
Reputations & Affiliations
*+1D rep (last Knight of the Iron Tower)
*+1D rep (infamous among demons - intransigent demon foe) [This one was earned in play]
*+1D aff von Pfizer family
*+1D aff Order of the Iron Tower
*+1D aff nobility
That was a whole lot of effort to prove nothing about what I said. Here again is what I said. I'll bold the important part.
"This idea that you
have to have incredible richness in order to achieve actor stance results the achievement of actor stance being a snipe hunt."
You do not have to have that richness to achieve actor stance. Showing me an example where you achieved it with incredible richness does nothing to disprove what I said. It only proves that you can also have actor stance with incredible richness.
But actor stance is eminently possible in games without these sorts of formal elements. In one RM campaign, one of the PCs was a rather powerful sorcerer who had been born a slave, bought his freedom, and climbed the social ladder. He had a nice townhouse that he leased, and had aspirations to become a magistrate of his city. These features of the character made it easy for me, as GM, to present situations that could be responded to in actor stance.
And there are obviously other ways to approach this outside of the scene-framing method that I personally incline towards. For instance, if the setting is rich, and the PC is built by reference to that setting (see, again, RQ for an example) then - provided the player understands the setting and his/her PC's place in it - then actor stance is relatively easy to achieve.
It's easy to achieve simply by making decisions based on character knowledge and perceptions, just as the Forge definition states.
Of course, it's always possible for a GM to frame a situation that is, from the perspective of the player adopting actor stance, a non-sequitur. If the GM doesn't describe a situation that speaks in some fashion to the motivations established by a player for his/her PC then the player will have to drop out of actor stance and adopt some other stance (see eg @
Numidius's post about his/her (? sorry, I'm not sure what the right pronoun is) WHFRPG game, where to make things happen it was necessary to declare actions in pawn stance). Or in a setting-based game, if the GM's situation doesn't engage the player's understanding of the setting, the result might be pawn stance, or even the degenerate case of the player asking the GM
What would my character do in response to such-and-such?
Um, no. Again you're attempting to redefine the term to suite your needs and poo poo on other styles. Now we have to play the game your way in order to even be able to achieve actor stance? We must frame scenes around PC motivations in order to achieve it? Not even close.
I'm going to stick with what actor stance really is and leave you to your personal definition that only applies to @
pemerton.