A GMing telling the players about the gameworld is not like real life

Hussar

Legend
Thanks for quoting the perfect support for what I said! Gygax is talking about the DM adding stuff to the game. ;)

I had to read that three times to try to find the word dungeon master or some variant within that quote. What kind of glasses are you wearing [MENTION=23751]Maxperson[/MENTION]? Cos, my prescriptions seems to be blocking out words apparently.
 

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pemerton

Legend
I proved this false upthread. You do not need to establish motivations in advance for you to engage in a character's motivation. "I want to see if I can find a path in the forest." is 100% the PC's motivation. MY motivation is to roleplaying my PC, gain exp, treasure and levels.
Yes. That's author stance - the very paradigm of it. You make the choice to have your PC do something because you have real world priorities (gain XP etc), and you impute a motivation to your PC ("I want to find a path in the forest").

EDIT: Ninja'd not far upthread by [MENTION=16814]Ovinomancer[/MENTION].
 
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Numidius

Adventurer
I had to read that three times to try to find the word dungeon master or some variant within that quote. What kind of glasses are you wearing [MENTION=23751]Maxperson[/MENTION]? Cos, my prescriptions seems to be blocking out words apparently.
Well, if I was [MENTION=23751]Maxperson[/MENTION], I would say it's an advice in the preface of DMguide, actually, but nonetheless the line of thought goes down from the author to Dm to veteran player to newbie, there's always room for improvement and ideas.
 

pemerton

Legend
I think the stances are generally bogus, because they're only useful in very clear cases -- most of the time people play in multiple stances, either sequentially or even simultaneously.
To quote again from the same Ron Edwards essay:

Stance is very labile during play, with people shifting among the stances frequently and even without deliberation or reflection.​

The only time I recall seeing stance being fetishised is by certain posters who seem to be trying to prove something about the purity of their RPGing by showing they play in actor stance.

I think that director stance and actor stance (or author stance, for that matter) can overlap in a moment of play, and this can be seen in the way they're described: whereas actor and author stance are about two different ways of deciding what a character does, director stance isn't characterised in terms of action declaration at all, but as "determin[ing] aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events". This can clearly be part of, or a consequence of, an action declaration ("the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions") but that leaves open the question of whether the action declaration itself was undertaken in actor or author stance.

The main sort of example of director + actor stance that I'm familiar with is when the player of a religous character declares an action as being undertaken in the name of or at the behest of his/her deity, and - due to the way the table understands authorial power in respect of deities - the actor stance action declaratoin also makes it true, in the fiction, that the PC is doing the deity's will. Some "Uncle Elmo" scenarios may exhibit the same sort of logical structure.

Edwards does offer some conjectures about the connection between stance and GNS priorities:

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. . .

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.​

I'm personally not sure these conjectures are true. As I expalined upthread, when using a fairly standard scene-framing approach, if the GM is doing his/her job then a player in actor stance should find that "story now" is the result. (Of course, this same approach requires the GM to adopt author stance rather than actor stance in the play of NPCs, but stance as Edwards is using it is really about non-GM participants and their "player character.)

I think pawn stance also has a range of functions outside of the gamist context Edwards suggests. [MENTION=6972053]Numidius[/MENTION] gave an example upthread. A different sort of example occurred in my last Traveller session, where a player with a wealthy PC opted to liquidate assets to pay for the psionic training of an impecunious PC, because the player of the wealthy PC thought it would be too harsh for the player of the poor one to miss out on the opportunity, given its importance to the player and centrality to the character concept. Maybe this will "evolve" from pawn to actor stance as the consequences of the debt are explored in play, but to date it really is pawn stance.

(In some other systems this sort of issue could probably be resolved mechanically - eg some sort of social conflict either between the PCs or between the PC and the Psionics Institute - but Traveller simply doesn't have that sort of mechanical tech.)

I'm also not persuaded that actor stance is the default in simulationist play. It can certainly be important, and as I've posted upthread and as [MENTION=82106]AbdulAlhazred[/MENTION] has responded to, one function of the move to setting/social context in games like RQ and C&S is to make it possible. But in my experience author stance is also pretty important in simulationist play for some of the same reasons as in classic D&D dungeoneering (and as are seen in the RQ text I quoted above) - for keeping the party together, for managing intraparty conflicts (I've frequently had players decide that their PCs use less force in hostility against other PCs than they would use against NPCs, precisely because of the real-world priority of not completely hosing another player's character), for not "straying" from the bits of the setting the GM has mapped out, for keeping on the module storyline, etc.

But I certainly agree with Edwards that stance is very labile in play.

pemerton said:
Given the relative thinness of both character mental states, and setting/situation information, effective actor stance requires some degree of alignment between player (in PC build) and GM (in establishing situations). The most obvious contemporary form of this is some type of "scene-framed" play. But the earliest "traditional" form is setting- and/or metaplot-heavy play, in which the character's connection to/location in the setting and/or metaplot allows the player to proceed from PC mental states within the context of the GM's set-up.
Right, this was what I attempted to achieve by making an extremely detailed campaign with a large amount of action spelled out ahead of time, so that the PCs would be constantly engaged with the evolving story. Huge amount of work for what turns out to be only a limited amount of gain. It was a good campaign, but really because it just went off those rails pretty fast. The prep wasn't totally wasted, and was fun, but I would never take that option again.
I've done the setting thing, and it took a while (as in, years!) to work out - by refelection on my actual play - that it was the use of setting elements in framing (GM responding to players' hooks) rather than the integration of PCs into the setting (players responding to GM hooks) that was really doing the work.
 

Numidius

Adventurer
Edwards "played" with the concept of Stances in his 2001, little, humorous rpg Elfs. The following quote is from an old online review:

"Rules-wise Elfs is quite simple. A character has three stats, a sort of alignment, a one-sentence description, a kill list, and an equipment list. For reference I present one of our playtest characters:

Lystria, Spunk: 3, Low Cunning: 2, Dumb Luck: 2, Oral personality, ego-tripping bimbo.

All in-game actions are resolved by first stating your intent and then rolling 3d10 versus Spunk; dice that roll Spunk or less are counted as successes. If you can narrate your stated intent as being especially sneaky or childish, you get to add your Low Cunning to your Spunk, thus increasing your chances of success.

However, Dumb Luck is what makes Elfs stand out from the crowd. To get the Dumb Luck bonus added to your Spunk, you must make two action statements; one for what your character would want to happen, and one for what you want to happen."
 

Maxperson

Morkus from Orkus
I had to read that three times to try to find the word dungeon master or some variant within that quote. What kind of glasses are you wearing @Maxperson? Cos, my prescriptions seems to be blocking out words apparently.

Try using your ability to understand context, and not use some inane "But he didn't spell out Dungeon Master by name. Hur hur!" as some sort of "counter" to my argument.

What he said: I did not include everything, because other people would think of and include things of their own. (paraphrased)

What he did not say: I did not include everything and everything I didn't include is automatically included.

He said that you have to bring those things into the game deliberately. It's right there in the bold. You have to think of those things and deliberately devise them for your game. And in 1e, it was the DM who did those things.

"Naturally, everything possible cannot be included in the whole of this work. As a participant in the game, I would not care to have anyone telling me exactly what must go into a campaign and how it must be handled; if so, why not play some game like chess? As the author I also realize that there are limits to my creativity and imagination. Others will think of things I didn't, and devise things beyond my capability."
 
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Maxperson

Morkus from Orkus
Yes. That's author stance - the very paradigm of it. You make the choice to have your PC do something because you have real world priorities (gain XP etc), and you impute a motivation to your PC ("I want to find a path in the forest").

EDIT: Ninja'd not far upthread by [MENTION=16814]Ovinomancer[/MENTION].

So making decisions based on PC knowledge and perceptions is author stance? Once again, The Forge's own definition of actor stance is below. And no, I did not retroactively put a motivation onto the PC. The PC's motivation ("I want to see what is in the forest) was first and primary.

"In Actor stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have."

So we see, ONLY knowledge and perception matters for actor stance. We can't even include motivation at all, since it specifies ONLY those two things. However, as I pointed out, the motivation is entirely the PC's anyway.
 

Maxperson

Morkus from Orkus
Well, if I was [MENTION=23751]Maxperson[/MENTION], I would say it's an advice in the preface of DMguide, actually, but nonetheless the line of thought goes down from the author to Dm to veteran player to newbie, there's always room for improvement and ideas.

Sure, anyone can have a new idea, but in 1e it was the DM who could put it into the game. And those ideas were not automatically included by virtue of not being precluded.
 

Aldarc

Legend
So making decisions based on PC knowledge and perceptions is author stance? Once again, The Forge's own definition of actor stance is below. And no, I did not retroactively put a motivation onto the PC. The PC's motivation ("I want to see what is in the forest) was first and primary.

"In Actor stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have."

So we see, ONLY knowledge and perception matters for actor stance. We can't even include motivation at all, since it specifies ONLY those two things. However, as I pointed out, the motivation is entirely the PC's anyway.
Your literalist reading seems like it is breaking the contextual spirit of the statement. I know you like to twist words and play at semantics, but this seems pretty intellectually dishonest. It seems appropriate to paraphrase what you wrote to [MENTION=22779]Hussar[/MENTION]: "Try using your ability to understand context, and not use some inane 'But he didn't spell out PC motivation by name. Hur hur!' as some sort of 'counter' to my argument." Yeah, that applies here too to your reply to [MENTION=42582]pemerton[/MENTION]. :p

Here, for example, is a blog entry from Socratic Design talking about Stance Theory: What is Stance Theory, Part 1. It elucidates a bit on Actor Stance:
Actor Stance: The person playing a character determines the character's decisions and actions using only knowledge and perceptions that the character would have. This stance does not necessarily include identifying with the character and feeling what he or she "feels," nor does it require in-character dialogue.

[snip]

Last, but not least, is Actor Stance. It’s been my experience that Actor Stance is occasionally and wrongly associated with Simulationist Play. As if, Actor Stance was the only “right way” to play using the Simulationist Creative Agenda. It is also sometimes treated as the same thing as talking in-character or “Immersion.” But Actor Stance is SO much more.

First, Actor Stance does not care what Creative Agenda you are using. In fact, none of the stances do. One can use Actor stance as the situation demands. Second, Actor Stance prioritizes the character much more than Director and Author Stance do. Decisions made using Actor Stance are made in accordance with what the character’s motivations are AND take into consideration in-game knowledge, conditions, and events. The player is not manipulating the scenery or objects in the imaginary world, just the character from the character’s own perspective.

It is in Actor’s Stance that motivation is brought to the forefront. Actor’s Stance pursues this motivation and tries to carry it out. This is where character knowledge and player knowledge are split, and meta-game considerations are disregarded. It requires the player buy into the character as a living, breathing, free-thinking individual. The character is not a game pieces or a means to an end, but it becomes the focus of attention. Actor Stance is the expression of an intimate relationship between the real life player and the imaginary person that is being portrayed by that player. GMs often play significant NPCs (for lack of a better term) this way. That’s the most common example I can think of.

Some people define Immersion by saying it’s engaging in Actor’s Stance as often and as much as possible. I don’t really have a good definition for Immersion. A lot of talk about has gone on over the years. I don’t think Actor’s Stance is a handy synonym for it, but you should be aware that some (not all) people think of it that way.
So yeah, Max, I don't think that you are doing yourself any favors in this discussion by trying to argue the letter of the statement while remaining ignorant of the wider discussion, context, and theory behind the topic.

None of this, by the way, is incongruent with a player declaring that their PC has knowledge of troll vulnerabilities. And lest you think you have a "gotcha moment" therein, the split between character knowledge and player knowledge does not mean that the two shall never meet or that no overlap exists simply an awareness that a distinction does exist. (No one has argued otherwise.)
 

Maxperson

Morkus from Orkus
Your literalist reading seems like it is breaking the contextual spirit of the statement. I know you like to twist words and play at semantics, but this seems pretty intellectually dishonest. It seems appropriate to paraphrase what you wrote to @Hussar: "Try using your ability to understand context, and not use some inane 'But he didn't spell out PC motivation by name. Hur hur!' as some sort of 'counter' to my argument." Yeah, that applies here too to your reply to @pemerton. :p

You don't specify "only," unless you mean only.

Here, for example, is a blog entry from Socratic Design talking about Stance Theory: What is Stance Theory, Part 1. It elucidates a bit on Actor Stance:

So you found someone else who is of the opinion that motivation is necessary. How does that have anything to do with The Forge's definition? And as I said, the motivation for the PC is there in the forest example. It's not a deep motivation, but it is in fact a motivation of the PC.

Here's a tidbit you forgot to bold in your quote above.

"The player is not manipulating the scenery or objects in the imaginary world, just the character from the character’s own perspective."

When I have my PC declare that he is going into the forest to find a trail, not only is he using his own motivation of "I want to see what is in the forest," but he is also the one who is manipulating things from his own perspective. What I describe is in fact actor stance. It's just not based on deep motivations and that's okay. Deep motivations are not required for actor stance.

You also missed this part.

"This is where character knowledge and player knowledge are split, and meta-game considerations are disregarded. It requires the player buy into the character as a living, breathing, free-thinking individual. The character is not a game pieces or a means to an end, but it becomes the focus of attention."

When I make the decision based on the PC's motivation to go into the forest, I am not at all viewing or treating him as a game piece or a means to an end. I am playing the character as a living, breathing, free-thinking individual who wants to go into the forest to find a freaking trail.

So what we have is The Forge, the place that invented the stances saying that ONLY character knowledge and perceptions are required, and you don't say "only" without meaning only, especially a place like The Forge which spends a lot of thought on wording. And you have the blog which hold the opinion that motivation is necessary, but does not say that a multi-page thesis on character motivations is required like [MENTION=42582]pemerton[/MENTION] is claiming.

A very simple motivation is all that is necessary to meet that blog's position, so "I want to see what is in the forest." is sufficient. Curiosity is a great motivator.

None of this, by the way, is incongruent with a player declaring that their PC has knowledge of troll vulnerabilities. And lest you think you have a "gotcha moment" therein, the split between character knowledge and player knowledge does not mean that the two shall never meet or that no overlap exists simply an awareness that a distinction does exist. (No one has argued otherwise.)

What does stance have to do with trolls? Trolls are not even a part of this particular discussion.
 
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