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D&D General Supposing D&D is gamist, what does that mean?

clearstream

(He, Him)
[Dons Laconic hat.]

1. GNS moves...but on paths set by 80s/90s gaming. Flawed.
2. Agendas often conflict, but can coexist (layers, embeddings, alt takes).
3. Lumping "emulation" in Sim was incorrect.
4. My categories are "game-purposes," which are designed. Player motives are separate.
5. Purposes: <Concept>-and-<Action>.
6: Not exhaustive list.

Purposes:
  • Score-and-Achievement: Define skill, display it. ("Gamism.")
  • Groundedness-and-Simulation: Set reality, reason about it. ("Process Simulationism."
  • Values-and-Issues: Declare ends, endure trials. ("Story Now.")
  • Conceit-and-Emulation: Choose tone, portray it. ("Genre Simulation.")
I am, obviously, trimming this down to the absolute bare-bones essentials, shearing off massive amounts of clarification or context I would normally give. Should something prove confusing, I apologize. I'm trying my hand at being actually concise for once.
I'd like to raise a couple of questions here about Gamism (among purposes).

Two crucial concepts in playing game as game are tempo and initiative. Together, they produce a sense of gameflow, which is intense and satisfying. Some mix it up with mastery, and although it is typically found where mastery is found, the two are not identical. 4e in particular had payoffs in this direction.

Two further powerfully engaging concepts in playing game as game are collection and development (or construction.) Players express themselves by collecting that which displays their values, and by developing distinctively. This could be thought quite close to define skill, display it, but it is not skill that is on display. It is values and concepts. (Skill may be on display at the same time.) Earthdawn thread-weaving was supplemented by attractive cards players could collect and slowly develop (front was an image of the item, back was formatted for recording weaving). Optimisers often point out that they are not seeking to show power or even skill especially, but an articulation in the game system of a concept.

Should these factor into purposes (as they are purposes for some players)?
 

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I've always found it super-straightforward to see for gamist that system must matter, but for narrativist? No one has ever explained why in a way that accounts for all actual play. GM decides, and the experience is just the same as if we rolled biased dice (i.e. dice with modifiers or pooled). No one can really say why it matters that GM decides some things, except to say that they are passionately against it and it gets in the way of their personal expression. That's subjective.
PROCESS OF PLAY is very very important in Story Now narrative play. Otherwise how can we have both narrative coherence and principled adherence to protagonism? I mean, OF COURSE, you can play a game which doesn't support this and 'do it anyway', but you can just play 'make believe' without any rules and get that too. So, for an RPG to have any value to Narrativist players, it has to address their concerns. Sim concerns can be addressed without needing to reference game stuff at all, certainly in theory at least, because presumably the relevant 'stuff' is external to the game! If the game is about Edwardian Romance and the object is for the players to act out the roles of various English landed gentry in the early 1800's and their romances, then who needs rules? I mean, OK, they might be useful in terms of rating the hotness and/or whatever of various paramours, generating random events, or developing a character's background. All of that is subservient to exploring the game's premise though. You can just 'wing it', the system hardly matters at all.

Now, lets suppose we're in Narrativist territory. So now the game is going to focus on the internal life of the PCs, their conflicts, struggles, weaknesses, etc. Will John Radcliff marry the rich girl? Maybe he can convince his true love to become his mistress! Maybe he elopes with her, and ruins his family's fortunes! We can do lots of stuff with this, but we really want some sort of system that can account for these various tensions and PARTICULARLY a process of play which leads to their being brought out, and that reflects the consequences and costs, as well as rewards, of each outcome. Note how we aren't really playing just to emulate Edwardian Romance anymore, now we're generating narrative focused on character. Perhaps the jilted lover attempts to murder the PC! Will he survive? How will he react? Play to Find Out! (and without some system that regulates these outcomes in some way we just have collective storytelling, there's no RPG, so the system has to do that too).
 

clearstream

(He, Him)
Just as a note of interest. I ran both 1e and 2e, and played both very extensively, for their entire lifespans as 'current' games (IE 10+ years for each) and I think they are VERY DIFFERENT games. That is, at the level of classes, spells, and combat stuff, they are mechanically compatible. However, that is pretty deceptive, as the two games try to do very different things. The exploration rules of 1e are basically non-existent in 2e for instance. There's none of the structured movement through the dungeon with each action taking a certain amount of time and triggering wandering monster checks, burning torches and rations, etc. in 2e, those rules are virtually entirely elided. There are 'wandering monster' tables in 2e, but their purpose is VERY DIFFERENT, they are there for the GM to use 'whenever his story needs it' to generate something to goad the PCs with! Likewise in the wilderness you run into 'random' monsters when the GM feels like it happening (there is a roll to see if you meet something at least). The tables themselves are to be created BY THE GM, there are no 'stock' tables (there are some examples and then various products do provide some) as there are in AD&D 1e.

2e is a game in which a DM creates a story, either conceiving of it ahead of time, or possibly weaving together stuff that happens in play starting with some basic pregenerated starting seed adventure. The players, through the PCs then experience that story, possibly altering it and shaping it to whatever degree the DM allows. Leveling, which is a reward for expert play in 1e, becomes more or less just a device to illustrate different phases of the story in 2e. Its up to the GM what kind of XP is netted for any given action (you do still get XP for killing monsters), so at best it is a 'carrot' for following along with the plot and staying in character (because only the thief for example will get XP for stealing treasure, the wizard will get it for clever spell castings). How much XP is derived from 'activities' vs monsters is left up to the DM. Likewise elements that were reward structures in 1e become tools for the GM, or maybe the players if allowed, to use for story purposes. This includes things like keeps, followers, etc. Things like magic item creation, spell research, acquiring artifacts, etc. is all moved from 'prep work' to essentially narrative elements where the DM either hands them as tasks to the PCs ("make the sword of Gork Killing, cause you gotta kill Gork.") or at best the DM may allow a PC to do one of these things, or not as it suites them. All this is rather different in tone and design than 1e.

I am curious if GDS can explain why 2e doesn't really work. GNS IMHO seems to explain why it was not working for us rather well.
You're dissing the edition that had Planescape?!
 

Campbell

Relaxed Intensity
I know folk put stock - rightly I think, for a goal of intense experiences - into what we might call effortful, high-stakes play. However, I don't discount lighter, but still meaningful play. That is, I see folk engaging with a range of intensities, and for me that's okay. Additionally, I feel that what is central to play can develop as we go along. The group can pick up on the sparing of the kobolds and be curious about that. Maybe the piper is paid down the line? Maybe it's not that simple: what happens to these vulnerable creatures bereft of care-givers?

What you describe is ideal. I don't dismiss its validity and virtue. For me, a range of levels of commitment is okay and still touching the stone.

In the example you provide the meaning comes from exploration of the world, being touched by the situation of the NPCs. I mean that's great stuff, but it's basically textbook High Concept Sim. The player characters are reacting to their environment, but it's not like fundamentally about who they are or what they want. It's about the plight of the kobolds. It's the kobolds who have the dramatic need here. Again, this is great stuff. It's just not the same stone from my perspective.

Just not seeing the protagonism here.
 

clearstream

(He, Him)
PROCESS OF PLAY is very very important in Story Now narrative play. Otherwise how can we have both narrative coherence and principled adherence to protagonism? I mean, OF COURSE, you can play a game which doesn't support this and 'do it anyway', but you can just play 'make believe' without any rules and get that too. So, for an RPG to have any value to Narrativist players, it has to address their concerns. Sim concerns can be addressed without needing to reference game stuff at all, certainly in theory at least, because presumably the relevant 'stuff' is external to the game! If the game is about Edwardian Romance and the object is for the players to act out the roles of various English landed gentry in the early 1800's and their romances, then who needs rules? I mean, OK, they might be useful in terms of rating the hotness and/or whatever of various paramours, generating random events, or developing a character's background. All of that is subservient to exploring the game's premise though. You can just 'wing it', the system hardly matters at all.

Now, lets suppose we're in Narrativist territory. So now the game is going to focus on the internal life of the PCs, their conflicts, struggles, weaknesses, etc. Will John Radcliff marry the rich girl? Maybe he can convince his true love to become his mistress! Maybe he elopes with her, and ruins his family's fortunes! We can do lots of stuff with this, but we really want some sort of system that can account for these various tensions and PARTICULARLY a process of play which leads to their being brought out, and that reflects the consequences and costs, as well as rewards, of each outcome. Note how we aren't really playing just to emulate Edwardian Romance anymore, now we're generating narrative focused on character. Perhaps the jilted lover attempts to murder the PC! Will he survive? How will he react? Play to Find Out! (and without some system that regulates these outcomes in some way we just have collective storytelling, there's no RPG, so the system has to do that too).
I really do not mean to be vexing, the above explains that you believe it can't work, but does not show that it can't work.

How will he survive? How will he react? Play to find out! (No one knows how it will go until everyone has had their say. It's not collective storytelling because we are roleplaying and we are gaming. We can have a host of regulatory and constitutive rules... with the exception that instead of rolling dice, someone decides.)

Maybe another analogy is Roshambo. The NY Post or maybe it was the Washington Post showed that humans are bad at Roshambo using an AI opponent driven by some kind of Markovian algorithm. The way one responds to this is to partake only of N-player Roshambo, where N is greater than two (you have to extend Roshambo to make this work). A different form of learning AI can still beat that, but for human purposes in small samples (like the sample of every roll/decision your group will make in a year's play) it's fair to call it not predictable (even though each participant can perfectly well predict - in fact decides - what they will choose).
 
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clearstream

(He, Him)
In the example you provide the meaning comes from exploration of the world, being touched by the situation of the NPCs. I mean that's great stuff, but it's basically textbook High Concept Sim. The player characters are reacting to their environment, but it's not like fundamentally about who they are or what they want. It's about the plight of the kobolds. It's the kobolds who have the dramatic need here. Again, this is great stuff. It's just not the same stone from my perspective.

Just not seeing the protagonism here.
What?! It's not about the kobolds? I can't follow how you arrive at that. The questions raised are raised because they are questions for the characters. Reciprocally, I don't see how you miss the protagonism there.

To join the dots. We have two characters C1 and C2 in worlds W1 and W2. C1 has a prior commitment to "never harm innocents" or something like that*, in tension with their duty to "protect the points of light". C2 lacks the first prior commitment**.

In W1, C1 had to decide what way to resolve the conflict. Okay, they spare the kobolds. The piper to be paid is likely some problem now or down the line with protecting the points of light, their order, whatever. It's fundamentally who they are and what they want. [EDIT If we forget about the kobolds - they're spared, character dusts hands and moves on - then we give up one opportunity for that decision to have impact in our story. If we ensure that the survival of the kobolds means something - has ongoing consequences - then it can.]

In W2, C2 decides to spare the kobolds. They lacked a prior commitment but nothing prevents them learning something about themselves and that being true going forward. They realise that protecting points of light is not as important to them as their newfound awareness that they cannot bring themselves to harm innocents. This is a golden opportunity for the piper to play a tune. It's fundamentally about who they will become and hereon what they will want.

[EDIT *To spell it out, alignments provide context, grounding or prompting for players to decide whether they have those sorts of commitments. Good for example makes it likely a character will discover in themselves an aversion to harming innocents. And then that's true. Lawfulness might play out as a duty toward protecting points of light. **Meaning they haven't thought about it until now: they just chose "lawful" during chargen.]
 
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niklinna

satisfied?
Now, lets suppose we're in Narrativist territory. So now the game is going to focus on the internal life of the PCs, their conflicts, struggles, weaknesses, etc. Will John Radcliff marry the rich girl? Maybe he can convince his true love to become his mistress! Maybe he elopes with her, and ruins his family's fortunes! We can do lots of stuff with this, but we really want some sort of system that can account for these various tensions and PARTICULARLY a process of play which leads to their being brought out, and that reflects the consequences and costs, as well as rewards, of each outcome. Note how we aren't really playing just to emulate Edwardian Romance anymore, now we're generating narrative focused on character. Perhaps the jilted lover attempts to murder the PC! Will he survive? How will he react? Play to Find Out! (and without some system that regulates these outcomes in some way we just have collective storytelling, there's no RPG, so the system has to do that too).
This doesn't really get at the point of Story Now (I'm really growing to dislike that name).

These questions/possibilities are all simple yes or no, independent of one another. If I'm playing in Story Now mode, I want to see those questions collide head-on.

As an example, what I might expect for a Story Now situation is a scene framed at a dinner party, where Radcliff is about to secure his inheritance so he can marry who he wants instead of having to marry the rich girl. But at that moment, his true love shows up and is about to ruin the whole thing. Does he excuse himself to head her off, possibly pissing off his rich mother so that she denies his inheritance and pissing off his true love for being cowardly, or does he allow his true love to barge in (proving to her his love for her above all else) and scupper his chances at winning the inheritance? Among other potential thorny decisions, which must be dealt with here and now and whose fallout will occur here and now—as well as possibly later, but that seems actually not to be a huge concern of GNS Story Now. At least that's my strong impression, and if true, that's a good reason someone really might not like Story Now.
 

pemerton

Legend
The lack of subcategories on narrativism indicates that it is not of the same taxonomic rank than the two other baskets.
I've identified multiple sub-categories, drawing on Edwards' essays: character vs setting; and degrees of risk.

On this issue of "breadth", I already mentioned vertebrates vs invertebrates. @Ovinomancer mentioned arthropods vs everything else.

Because it privileges certain kinds of distinctions while ignoring others, and begs the question whether that's a useful thing to do in a model.

The fact it can sometimes be used in a useful analytical way does not mean the overall model works
I don't know what you see as the aim of a model, or what counts as it working.

Edwards is clear about what the aim of his model is. He doesn't ignore the distinction between purist-for-system and high-concept simulationism: he calls it out, and analyses what it consists in, both in terms of which elements (character, setting, situation, colour, system) are prioritised and which techniques are suitable. I don't know to what extent Robin Laws (GUMSHOE) and Evil Hat (? are they responsible for Fate in its contemporary form?) read his essays, but these contemporary successful high concept games seem to reflect what Edwards said. Whereas CoC is still stuck with the what happens if we fail the roll to find the clue problem.
 

EzekielRaiden

Follower of the Way
I'd like to raise a couple of questions here about Gamism (among purposes).

Two crucial concepts in playing game as game are tempo and initiative. Together, they produce a sense of gameflow, which is intense and satisfying. Some mix it up with mastery, and although it is typically found where mastery is found, the two are not identical. 4e in particular had payoffs in this direction.

Two further powerfully engaging concepts in playing game as game are collection and development (or construction.) Players express themselves by collecting that which displays their values, and by developing distinctively. This could be thought quite close to define skill, display it, but it is not skill that is on display. It is values and concepts. (Skill may be on display at the same time.) Earthdawn thread-weaving was supplemented by attractive cards players could collect and slowly develop (front was an image of the item, back was formatted for recording weaving). Optimisers often point out that they are not seeking to show power or even skill especially, but an articulation in the game system of a concept.

Should these factor into purposes (as they are purposes for some players)?
These strike me as characteristics that should show up regardless of the design purpose for the game. Other than maybe "collection," but even then. That is, I can't really see a way to argue that (for example) tempo wouldn't apply to all possible purposes, whether or not my list is comprehensive. Likewise, "development" is so broad it seems to apply to anything that might claim to be a "roleplaying" game. If "development" is something that is necessary to the design of all TTRPGs, to whatever variable extent, then that would be something coming before my taxonomy, as opposed to the player motives, which come after.

Think of it like this: a "car" has to have wheels in order to be, y'know, a car. There is no conception of "car" that doesn't include "wheels" in it, at least not as the word is used in English. A framework intending to examine the classifications of cars is not going to give equal weight to the classifications of wheels, except maybe in a rather limited sense by saying "for this type of car, wheel choice matters a lot, whereas for that type of car, wheel choice isn't very important." Wheel choice may be a relevant thing to consider, but if discussing car classifications, wheels are likely to be a minor point at best. Meanwhile, things like "buying sports cars in order to collect them" vs "...to race them" vs "...to display conspicuous consumption" would also be outside the framework for the opposite reason, as those things "come after" the design. Designers need to take both of those things into account when designing, but that doesn't mean a classification scheme of cars (or games) themselves needs to account for underlying tech or the things users desire to do with the product.

This actually seems to be an ongoing issue, here: your interests seem to go quite a bit beyond what I'm talking about. I have plenty of my own ideas about what elements "role-playing games" should contain, as in, what are the critical things that make something a "roleplaying" game and not some other kind of game, but those thoughts necessarily come before asking, "what are RPGs designed to do? What could they be designed to do?" You can't ask what something is (or could be) designed to do if you can't actually identify the thing in question first. Conversely, "what do players want to do with RPGs?" is a completely different question, and frankly one I don't feel remotely qualified to answer.

Tempo, initiative, and development sound (to me) like necessary elements for making something one could validly call "an RPG." Collection I'm iffy on (as noted above), but am at least open to putting it in that same bucket. Hence, I don't really have much to say about them (...these many words notwithstanding) because they just aren't part of what my taxonomy is focused on.

---

I had suspected some of my pithy terms would raise eyebrows. When I said "define skill," I mean very specifically (as I've said) defining a metric of grading success. It does not need to be numeric, but it usually will be. Things like "collecting," in and of themselves, reflect no skill in this definition. Merely possessing expensive MtG cards does not say anything about one's skill as an MtG player, other than perhaps analytical skill in knowing what cards are worth keeping (but the existence of the Internet and being able to look up card values kinda weakens that).

"Optimization" that isn't actually seeking success but rather exploring a concept, has nothing really to do with Score-and-Achievement design. Instead, from the context you've described here, this form of "optimization" sounds like either Groundedness-and-Simulation (that is, following an asserted fact through all of its logical consequences) or Conceit-and-Emulation (that is, starting from something like an archetype or concept and seeking to portray or fulfill it). But I've never said (nor intended to imply) that "optimization" is exclusively an S&A thing. That said though, I do want you to unpack what it means to "optimize" "an articulation...of a concept" in a way that has nothing whatsoever to do with "succeed more often." Usually, I do understand "optimization" (in the generic, not-specifically-games sense) to mean pushing numbers as high (or as low) as they can possibly go, though that may be my math background talking. In what sense does one "optimize" a concept while assiduously avoiding any grading or metric of "this will succeed more often"?

Incidentally, part of the above is why I separate these categories. G&S design seeks to enable, as much as possible, such rational analysis, hence upthread someone mentioned wanting to play something that's like a "supers" game (which would normally be C&E), but instead ends up more like a deconstruction of a "supers" game, seriously examining the (often negative) consequences that would be expected in a world where superpowered individuals exist. C&E design instead proposes a tone or theme, and seeks to take what actions are necessary to portray or fulfill that thing. A "G&S supers" game would be designed to examine the consequences and results of living in a world where superheroes exist. A "C&E supers" game would be designed to portray classic superheroes, encouraging superheroic behavior and, if necessary, actively enforcing classic supers tropes (e.g. secret identities are mostly kept secret, catching someone falling off a building won't break their spine, etc.)

Both things can, at a really abstract and superficial level, be summarized as "articulation of a concept," but the former treats the concept as immutable fact and then procedurally determines what else has to be true based on what is known to be true, even if the consequences might be undesirable (consider how most folks feel about the Tippyverse, if you're familiar with that). The latter, meanwhile, treats the concept as the target to shoot for, and takes what steps are necessary to bring that about, even if some of those steps involve doing irrational or foolish things "in-universe." Simulation derives. Emulation imitates. There are similarities between deriving new truths from known ones and attempting to match the form or structure of something, but they move in extremely different directions.
 


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