Why Jargon is Bad, and Some Modern Resources for RPG Theory

Partly because - and think about real life for a moment - most of the time a combat (or test of skill) ends up hard-resolving one way or another: someone wins, someone loses, or the skill-test succeeds or fails; and either way it's done and over.
Thinking about real life conflict, including war, battles, and conflict... not really. It often adds further complications, particularly when looking at large-scale state conflicts but this is also true even if we look at the small-scale of school-yard bullies. Someone may be die at the end of a physical conflict whereas the stakes may not go there for a social conflict, but wins and loss states are still present in both.
 

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This is commonly my view too, but you frequently get people who's response is, when stripped down to the ground "I don't care. The primary purpose in the game is the social interactions done between the actual players and the GM, and if that fairness interferes with that, then we'll just have to do without that fairness." There's really no answer to that; its an unbridgeable gulf.
The social interaction between referee and players is the absolute cornerstone of RPGs. Near as I can tell anything that gets in the way of that conversation should be jettisoned. But, players not being able to play characters different from themselves severely limits what RPGs can do.

I don't think there is an answer for all players, all referees, for all time. But we don't need one. Different people play these games for different reasons. Some favor the ability of players to play anything. Some favor not having mechanics for social interaction. They get to decide as a group how things are handled.

Personally, I don't see how having mechanics for social stuff interferes with the player-referee real-world interactions. It just requires that the referee police the players' character choices and/or you roll for everything. Which are both whole other cans of worms.
 

I don't have nearly the same fondness fo runiform mechanics that you seem to, in that even when mechanics are required I prefer they be bespoke to the thing they are trying to absrtact rather than shoehorned into a unified system that generally doesn't do as good a job as would bespoke mechanics.

Where what I prefer is a system that maps to a carpenter having a full bag of tools, in each case using the tool that is best for the job at hand, and sometimes realizing that in fact no tools are required for this particular job as it can either be done by hand or doesn't need a carpenter in order to get done.
Right, the problem that arose with that was the old 'nothing works with anything else' problem. So, for example you can't make a magic item in AD&D that adds to your to-hit and your initiative roll, because for some unfathomable reason they use different sized dice. If you have a part of the game that is basically not using formal mechanics, then you obviously cannot apply anything of that sort to it at all! I mean, how do you handle 'Charm Person' in classic D&D? There are as many ways as their are DMs! The crazy part with AD&D was, it HAS a set of social rules, reaction tables, morale, obedience, etc. but it doesn't interact with any spells whatsoever! (maybe the DMG lists a modifier or two for specific spells, I don't recall OTTOMH). 4e shows the true power of the opposite, you can basically describe any sort of possible fictional effect using its mechanical 'language' to make it function in the process of play.

I mean, I'm not averse to the argument that "no rules are best for X" particularly, but I have little regard for the notion that very different rules work well for different things. You gotta cross a pretty high bar to convince me that's for the best in any given case. I mean, in terms of D&D's just rolling different dice in every situation, FEH! Every toss of dice can be translated to some probability, and all probabilities have a common scale, and can generally translate pretty well to things like a d20. This is really fundamentally why when I wrote my own game, I just stuck to the basic d20 format, it just works, there's very little point to other formats.
 

Partly because - and think about real life for a moment - most of the time a combat (or test of skill) ends up hard-resolving one way or another: someone wins, someone loses, or the skill-test succeeds or fails; and either way it's done and over.

But how often in reality does a social situation ever hard-resolve like that? Not very, I'd posit, which is why we have constructs like votes and polls and so forth to push things forward when such is essential. Most social situations otherwise tend to soft-resolve if they resolve at all - I mean, how often have you gone out with a friend for a beer, got into a friendly debate or chat over something, and had that chat or debate never come to an actual resolution before you went home for the night?

What this means is that having mechanics that can generate hard-resolves for physical things (combat, tests of skill, etc.) are far more reflective of reality than are mechanics that want to generate hard-resolves for social situations.
Well, yeah, I get your meaning of course. OTOH in terms of RPG play I'm a 'hit them with a clue hammer square in the forehead' kind of guy. In my experience subtlety is not a virtue in most cases in RPG play. In the case of a game with subject matter in the realm of what D&D has, how often does something that isn't critical and decisive actually require playing out at all? I mean, my own system has 'Interlude', which is a mode of play where 2 characters could sit around a bar philosophizing if that's what the players really wanted, and of course no dice will be tossed, because nothing is at stake! So, yes, if that's what people were meaning by 'social without mechanics' we're all on the same page. OTOH when something IS at stake, in HoML at least, you will do an SC (or part of one, or more than one). That means there isn't actually a hard and specific mapping of mechanics to exact actions within the fiction, necessarily either. Quite a few things could simply be "Oh, yeah, setup, that just happens" or a number of things could get a summary check on Persuade that just tells us generally where things were going and did you make headway on your quest.
 

No weirder than using boffer weapons to hit people in combat, and talking to them when having a conversation.
But isn't conversation in a LARP, or at @Lanefan's RPG table, "boffered"?

I mean, in real life conversation - especially in high-stakes situations - people shout at one another, use cutting words, cry, storm out, say things they regret later, stumble, mutter under their breath, etc, etc. There are real emotions and those emotions are inseparable from what is said and heard.

But in a LARP or sitting at a table no one wants that. So if the character I'm playing is trying to bully the character you're playing, I don't actually try and ground your sense of self into the ground, which is what I would do in the real world if I was trying to bully you. I pretend, and you pretend. In some sense I suspect the boffered weapons are actually more verisimilitudinous.

To me, this goes back directly to @Campbell's post about the three modes of "social only" resolution. Either we're negotiating stuff essentially as participants at the table, in which case any overlay of histrionics is nothing more than that - the real action is in working out what we all do just as if we were working out where to go out for dinner. Or the GM's histrionics are clues to NPC motivations/backstories which the players then figure out (the "social crawl"). Or we're cooperating in story telling in some fashion.

But what we're not doing is actually modelling social interaction. I'm not actually generating, in you, any of the internal mental and emotional processes that occur when you fall in love with someone or are scared of someone or feel embarrassed or shamed by someone.

Which is also why @AbdulAlhazred's remark about resolving combat by talking is dead on! The cognitive process of deciding whether or not my character - as described - has yelled enough at your character to bully you into submission is no different from the cognitive process of deciding whether or not my character - as described - has wielded a sword sufficiently deftly to disarm and/or disable your character. It's a complete illusion to think that in the social case there is some genuine modelling or replication of the actual mental and emotional processes you character would be undergoing.

To me, the question is: should an RPG be run like a LARP?

I don't think it should. For the simple reason that it prevents players from playing characters they can't embody. No everyone plays these games to be an actor.
I'm not an actor. But from what I understand about how actors do their job, the comparison to acting is misplaced.

Suppose a script involves a scene in which one character hurls abuse at another, and the second character runs off in tears. The actors performing in that scene don't need to decide how their characters react. The actor playing the second character doesn't need to decide how much abuse their character can take, or whether or not their character would stand up to the other one. The script already answers that question for them! Or a different example: in a TV ad one character winks at another, charming them so much that the winked-at character gives them <a kiss, a rose, a chocolate, a car - whatever is salient for the ad). This doesn't mean that one human being actually charmed another with a wink; and it doesn't mean that one human being reached the conclusion, by some process of reasoning or intuition, that another human being's wink was so charming that it made sense that it would charm another.

Again, they are just following the script.

So in RPGing, where does the script come from? Again, this take us back to @Campbell and @AbdulAlhazred's posts. The GM can write the script but then keep it secret from the players, so they have to puzzle it out: this is the "social crawl". The players and GM can write a script together: this is improv-style cooperative storytelling. We can roll dice to determine the script: this is AbdulAlhazred's uniform mechanics. Or we can converse among friends with no script and actually engage in a social process: this is Campbell's first mode, in which the social role play is really just a group of friends sitting around negotiating stuff among themselves.

To a lot of people immersing to and inhabiting the character is the point in both.

<snip>

People talking in character a lot and emoting for their characters.
I like to inhabit my character and emote for my character. But as I've just posted, this doesn't tell us anything about how social interaction is resolved. Because unless the social interaction is very low-key, and thus the stakes for the two interacting characters are not wildly different from the stakes for the two game participants (again, this is @Campbell's first mode), it won't be the emoting and inhabitation that is resolving things. Because I won't actually be falling in love with your, or scared of you, or emotionally crushed by you, or actually having induced in me any of the actual causal processes that are ostensibly taking place in my character's head and heart.

So how is the script authored? Rolling the dice to generate it - @AbdulAlhazred's suggestion - is one way, and involves no less inhabitation and emoting than any other. Compared to @Campbell's first and second modes (respectively, actual real world low stakes negotiation, or social crawling) I think it involves much more inhabitation and emoting. And compare to the third mode (cooperative storytelling) I think it is a way for reducing contrivance, and opening the door to more visceral inhabitation by imposing hard limits on whose character feels what.
 
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I mean, my own system has 'Interlude', which is a mode of play where 2 characters could sit around a bar philosophizing if that's what the players really wanted, and of course no dice will be tossed, because nothing is at stake! So, yes, if that's what people were meaning by 'social without mechanics' we're all on the same page. OTOH when something IS at stake, in HoML at least, you will do an SC (or part of one, or more than one).
Right.

The last "two characters in a bar" scene I recall in my play was two PCs in Prince Valiant who were both wooing the same lady (one a knight, at that time the other a squire). They were debating who should yield to whom. This wasn't a social crawl - it was PC vs PC, not PC vs NPC. It wasn't analogous to two PCs working out whether to explore the left or the right archway first - ie it wasn't actual negotiation in the real world as a proxy for actual negotiation in the fiction. So that left three options: the players actually try and generate the feelings (towards one another; towards the lady) that their PCs feel, and genuinely act on those, and drink ales, and keep going until the situation actually resolves, or not (ie we replicate real life, with all the wash-up and hard feelings and hangovers and broken friendships that that involves); or the players make a decision about who yields (cooperative storytelling); or we roll some dice.

We did the third: opposed Fellowship checks. Which tied, so neither yielded to the other and both continued to woo the lady. (Play to find out what happens!)
 

But isn't conversation in a LARP, or at @Lanefan's RPG table, "boffered"?

I mean, in real life conversation - especially in high-stakes situations - people shout at one another, use cutting words, cry, storm out, say things they regret later, stumble, mutter under their breath, etc, etc. There are real emotions and those emotions are inseparable from what is said and heard.

But in a LARP or sitting at a table no one wants that. So if the character I'm playing is trying to bully the character you're playing, I don't actually try and ground your sense of self into the ground, which is what I would do in the real world if I was trying to bully you. I pretend, and you pretend. In some sense I suspect the boffered weapons are actually more verisimilitudinous.

To me, this goes back directly to @Capmbell's post about the three modes of "social only" resolution. Either we're negotiating stuff essentially as participants at the table, in which case any overlay of histrionics is nothing more than that - the real action is in working out what we all do just as if we were working out where to go out for dinner. Or the GM's histrionics are clues to NPC motivations/backstories which the players then figure out (the "social crawl"). Or we're cooperating in story telling in some fashion.

But what we're not doing is actually modelling social interaction. I'm not actually generating, in you, any of the internal mental and emotional processes that occur when you fall in love with someone or are scared of someone or feel embarrassed or shamed by someone.

Which is also why @AbdulAlhazred's remark about resolving combat by talking is dead on! The cognitive process of deciding whether or not my character - as described - has yelled enough at your character to bully you into submission is no different from the cognitive process of deciding whether or not my character - as described - has wielded a sword sufficiently deftly to disarm and/or disable your character. It's a complete illusion to think that in the social case there is some genuine modelling or replication of the actual mental and emotional processes you character would be undergoing.

I'm not an actor. But from what I understand about how actors do their job, the comparison to acting is misplaced.

Suppose a script involves a scene in which one character hurls abuse at another, and the second character runs off in tears. The actors performing in that scene don't need to decide how their characters react. The actor playing the second character doesn't need to decide how much abuse their character can take, or whether or not their character would stand up to the other one. The script already answers that question for them! Or a different example: in a TV ad one character winks at another, charming them so much that the winked-at character gives them <a kiss, a rose, a chocolate, a car - whatever is salient for the ad). This doesn't mean that one human being actually charmed another with a wink; and it doesn't mean that one human being reached the conclusion, by some process of reasoning or intuition, that another human being's wink was so charming that it made sense that it would charm another.

Again, they are just following the script.

So in RPGing, where does the script come from? Again, this take us back to @Campbell and @AbdulAlhazred's posts. The GM can write the script but then keep it secret from the players, so they have to puzzle it out: this is the "social crawl". The players and GM can write a script together: this is improv-style cooperative storytelling. We can roll dice to determine the script: this is AbdulAlhazred's uniform mechanics. Or we can converse among friends with no script and actually engage in a social process: this is Campbell's first mode, in which the social role play is really just a group of friends sitting around negotiating stuff among themselves.

I like to inhabit my character and emote for my character. But as I've just posted, this doesn't tell us anything about how social interaction is resolved. Because unless the social interaction is very low-key, and thus the stakes for the two interacting characters are not wildly different from the stakes for the two game participants (again, this is @Campbell's first mode), it won't be the emoting and inhabitation that is resolving things. Because I won't actually be falling in love with your, or scared of you, or emotionally crushed by you, or actually having induced in me any of the actual causal processes that are ostensibly taking place in my character's head and heart.

So how is the script authored? Rolling the dice to generate it - @AbdulAlhazred's suggestion - is one way, and involves no less inhabitation and emoting than any other. Compared to @Campbell's first and second modes (respectively, actual real world low stakes negotiation, or social crawling) I think it involves much more inhabitation and emoting. And compare to the third mode (cooperative storytelling) I think it is a way for reducing contrivance, and opening the door to more visceral inhabitation by imposing hard limits on whose character feels what.
I simply must conclude that you do not do, nor get, the sort of immersion based 'method acting' that is common in LARPs. It is not real, but it is more than just "pretending." And people actually feel their character's feelings and inhabit the mental position of their characters and make decisions from there.
 

Do you happen to know whether Edwards considered hybrid games to be coherent despite having multiple agendas, or whether he considered them not dysfunctional despite being incoherent? I think resolution of that question would go a long way towards determing whether Edwards use of "incoherent" was a standard usage as your describe above, or was instead jargon based on non-standard usages of "coherent" and "incoherent".
Eh, I don't know. I'm not that much of a Forge Guru, lol. My impression is that he meant incoherent in the sense of 'not sticking to one agenda coherently', and thus that any 'multiple agenda' game is in some sense incoherent, but that it might be designed in such a way as to achieve overall aesthetic consistency at some level (presumably by resolving the issues raised by the clash of agendas in some deliberate way). This would then be a 'hybrid agenda situation' and presumably functional. Would it still be incoherent? You would have to ask Ron how he would answer that, but again maybe @pemerton, having a rather good mind for quotations, can cite something on that. I really have a lousy memory for such things!
I posted some extensive quotes from Edwards upthread:
We don't need to speculate about what Edwards said about incoherence and dysfunction. His writings on the topic are easily available online.

In the original GNS essays, Edwards says some things about incoherence here:

In terms of design, the issue is incoherence, defined here as failure to permit any Premise (or any element of Exploration) to be consistently enjoyed. I think that any and all RPG designs have some identifiable relationship with the GNS modes, out of the following possibilities.

*Focused: the design facilitates a specific, identifiable Premise (or area of Exploration).
*Semi-adaptable: the design is at least compatible with more than one Premise and/or Exploration across GNS goals. (Whether this category even exists, or whether it merely reflects correctable incoherence, is debatable.)
*General: the design facilitates a specific mode, but permits a range of Premises or Explorations within that mode.
*Kitchen sink: the design utilizes layers and multiple options such that any specific point of play may be customized to accord with GNS goals. (This design often ends up being a general Simulationist one, however.)
*Incoherent 1: the design fails to permit one or any mode of play. In its most extreme form, the system may simply be broken - too easily exploited, or internally nonsensical, or lacking meaningful consequence, to pick three respective possibilities for Gamism, Simulationism, and Narrativism.
*Incoherent 2: more commonly, the design presents a mixed bag among the modes, such that one part of play is (or is mostly) facilitating one mode and other parts of play facilitate others.​
In terms of actual play, yes, one "can" bring "any" GNS focus to "any" RPG - but I argue that in most cases the effort and informal redesign to do so is substantial, and also that the effort to keep focused on the new goals as play progresses is even more substantial. This chapter discusses why that effort needs to be there at all. . . .

Can multiple GNS goals be satisfied by a single game design? It may be possible, but it is not easy. As mentioned before, merely aligning topics of Exploration with those of Premise is probably not effective. I conceive of two types of hybrid: (1) two modes are simultaneously satisfied in the same player at the same time, of which I am highly skeptical; and (2) two modes can exist side by side in the design, such that differently-oriented players may play together, which might be possible. Some possible candidates for the latter include these.

*G + S: Rifts.
*N + G: Champions 1st-3rd editions; I'm interested as well in seeing the upcoming Elfworld and a proposed game from Hogshead Publishing regarding fantasy weaponry.
*N + S: Little Fears and UnderWorld (these games' degree of "abashedness" exists squarely on the border of the two modes).​

Drift is a related issue: the movement from one GNS focus to another during the course of play. I do not think that "drift" reflects hybridized design (in which both modes are indeed present), but rather correctable incoherence (moving toward coherence in one mode). Historically, drifting toward Gamism is very common; it isn't hard to understand that a frustrating and incoherent context can be turned into an arena for competition. Internet play has illustrated some distinctive drifting: Amber moves from abashed Narrativism either to Simulation with Exploration of Character or to Gamism with the emphasis on interpersonal control; Everway moves from abashed Narrativism to Simulationism with the emphasis on Exploration of Situation. . . .

Unfortunately, functional or nearly-functional hybrids are far less common than simply incoherent RPG designs.

The "lesser," although still common, dysfunctional trend is found among the imitators of the late-1970s release of AD&D, composed of vague and scattered Simulationism mixed with vague and scattered Gamism. Warhammer is the most successful of these. Small-press publishers pump out these games constantly, offering little new besides ever-more baroque mechanics and a highly-customized Setting (Hahlmabrea, Pelicar, Legendary Lives, Of Gods and Men, Fifth Cycle, Darkurthe: Legends, and more). Another, similar trend is the never-ending stream of GURPS imitators.

The "dominant" dysfunctional system is immediately recognizable, to the extent of being considered by many to be what role-playing is: a vaguely Gamist combat and reward system, Simulationist resolution in general (usually derived from GURPS, Cyberpunk, or Champions 4th edition), a Simulationist context for play (Situation in the form of published metaplot), deceptive Narrativist Color, and incoherent Simulationist/Narrativist Character creation rules. This combination has been represented by some of the major players in role-playing marketing, and has its representative for every period of role-playing since the early 1980s.

*AD&D2 pioneered the approach in the middle 1980s, particularly the addition of metaplot with the Dragonlance series.
*Champions, through its 3rd edition, exemplified a mix of Gamist and Narrativist "driftable" design, but with its 4th edition in the very late 1980s, the system lost all Metagame content and became the indigestible mix outlined above.
*Vampire, in the early 1990s, offered a mix of Simulationism and Gamism in combat resolution, but a mix of Narrativism and Simulationism out of combat, as well as bringing in Character Exploration.​

The design is hugely imitated, ranging from Earthdawn, Kult, and In Nomine, to the mid-1990s "shotgun attack" of Deadlands, Legend of the Five Rings, and Seventh Sea.

All of these games are based on The Great Impossible Thing to Believe Before Breakfast: that the GM may be defined as the author of the ongoing story, and, simultaneously, the players may determine the actions of the characters as the story's protagonists. This is impossible. It's even absurd. However, game after game, introduction after introduction, and discussion after discussion, it is repeated.

Consider the players who were excited about the vampire concept for role-playing. What happens when they try to play Vampire: the Masquerade? Well, they try to Believe the Impossible Thing, and in application, the results are inevitable.

*The play drifts toward some application of Narrativism, which requires substantial effort and agreement among all the people involved, as well as editing out substantial portions of the game's texts and system.
*The play drifts toward an application of Simulationism in which the GM dominates the characters' significant actions, and the players contribute only to characterization. This is called illusionism, in which the players are unaware of or complicit with the extent to which they are manipulated.
*Illusionism is not necessarily dysfunctional, and if Character or Situation Exploration is the priority, then it can be a lot of fun. Unknown Armies, Feng Shui, and Call of Cthulhu all facilitate extremely functional illusionism. However, it is not and can never be "story creation" on the part of all participants, and if the game is incoherent, illusionism requires considerable effort to edit the system and texts into shape.​
*Most likely, however, the players and GM carry out an ongoing power-struggle over the actions of the characters, with the integrity of "my guy" held as a club on the behalf of the former and the integrity of "the story" held as a club on behalf of the latter. . . .​

The often-repeated distinction between "roll-playing" and "role-playing" is nothing more nor less than Exploration of System and Exploration of Character - either of which, when prioritized, is Simulationism. Thus our players, instead of taking the "drift" option (which would work), may well apply themselves more and more diligently to the metaplot and other non-Narrativist elements in the mistaken belief that they are emphasizing "story." The prognosis for the enjoyment of such play is not favorable.

One may ask, if this design is so horribly dysfunctional, why is it so popular? The answer requires an economic perspective on RPGs, in addition to the conceptual and functional one outlined in this essay, and is best left for discussion.​

In the next chapter he adds this:

When AD&D was released in its late 1970s form, its content encouraged a "more is better" approach. The more players, the better. The more time spent, the better. The longer the sessions, the better. The longer the sessions continued, the better. Nearly all role-playing games used AD&D as the starting point for presentation purposes, even those with vastly different systems and philosophies of play, and so this dysfunctional approach remains with us to this day. The term "campaign" is especially misleading, as in wargaming it denotes a specific set of events from point A in time to point B in time, whereas in role-playing it denotes playing indefinitely.

For those forms of role-playing that emphasize "story" in the general sense (see Chapter Two), this approach is completely unsuitable. What is a "story" to be, in terms of individual sessions and all-sessions? In role-playing culture, one is often assumed either to be playing a "campaign," which means it should go on forever, or a "one-shot" session which aside from the connotation of being superficial is simply too short for many sorts of stories. The functional intermediate of playing the number of sessions sufficient for the purpose of resolving a story is nowhere to be found in the texts of role-playing. . . .

I think the most common dysfunction . . . is GNS incompatibility. At the highest-order level, if the people simply have entirely different goals, then actual play continually runs into conflicts about priorities and procedures based on those different goals. I think everyone who's familiar with the theory knows that this is a "no fault, no blame" criterion. I like potatos, you like pink lemonade, have a nice game with your own group.

More difficult incompatibilities also exist within each of G, N, or S. People may share the the large-scale GNS goal, but be accustomed to or desire different standards for [various features of play]. In this case, dysfunction arises from (a) trying to resolve the differences during play itself, and (b) anyone being unwilling to compromise about the differences.

Drift is the usual method for dealing with this level of discord. It is a fine solution for resolving within-mode differences, if everyone is willing to give a little. However, drift has a dark side, or degeneration, the disruption or subversion of the social contract such that what is happening is not more fun, at least not at the group level. . . .

The tragedy is how widespread GNS-based degeneration really is.​

In the subsequent three essays, Edwards says some things about "incoherent" game design here:

Abashed" refers to design that must be Drifted in order to play because incompatible priorities are present among different parts of the rules. It's different from Incoherent design in that such Drift is easy and minor. Technically, an Abashed game is already at least two modes (or sub-modes) . . .

As far as I can tell, Simulationist game design runs into a lot of potential trouble when it includes secondary hybridization with the other modes of play. Gamist or Narrativist features as supportive elements introduce the thin end of the metagame-agenda wedge. The usual result is to defend against the "creeping Gamism" with rules-bloat, or to encourage negatively-extreme deception or authority in the GM in order to preserve an intended set of plot events, which is to say, railroading. In other words, a baseline Simulationist focus is easily subverted, leading to incoherence.

Whether this issue can be resolved by future designs and Social Contracts is unknown. Speaking historically, though, AD&D2, Vampire, and Legend of the Five Rings are especially good examples of incoherent design that ends up screwing the Simulationist. You have Gamist character creation, with Narrativist rhetoric (especially in Vampire). You have High Concept Simulationist resolution, which is to say, easily subverted by Gamism because universal consistency is de-emphasized. And finally, you have sternly-worded "story" play-context, which in practice becomes game-author-to-GM co-conspiracy. The net result is a fairly committed Simulationist GM presiding over a bunch of players tending toward more agenda-based play of different kinds. . . .

I think that we need to distinguish between Simulationist elements vs. coherent design - the former have certainly been widespread, but mainly in incoherent games, with AD&D and Vampire as the chief examples.​

There is some elaboration on that last point here:

The most striking feature across role-playing history is the astonishing shift in the late 1980s from assuming that Gamist play was the default to practically nothing - limited mainly to "old AD&D," various D&D imitators, Shadowrun, or Rifts.

I think this rarity is mainly a matter of rejection by texts that facilitated other preferred modes of play. I specifically include AD&D2 to be included in this shift, as I consider it to be mainly incoherent with various and sometimes-contradictory doses of Simulationist design scattered throughout, going all the way back to the Wilderness Survival Guide and the Dragonlance modules. I also think that the various setting-derivative AD&D2 boxed sets of the early 1990s (Al-Qadim, Dark Sun, Planescape, et al.) explicitly facilitate Illusionist Simulationist play.​

The first of the later essays has no use of the word "dysfunction" that I can find. The second does, and so does this one. The diagnoses of dysfunctional play about competing agendas among participants - eg gamists who wreck or break simulationist-oriented play, or would-be narrativists who struggle with the GM over control of the story in a game that the GM is intending to be high concept simulationist with the GM making the major plot decisions. I think this is pretty consistent with what is said in the original GNS pieces: dysfunction, when it occurs, is often (not always) a result of incompatible creative agendas.

The problem with incoherent game texts is not that they make such dysfunction inevitable - no claim of that nature is made that I can see - but that they make it more likely, by encouraging RPGers to refrain from asking What is their creative agenda? and How are the particular techniques and procedures set out in this rules text going to help achieve that agenda?

Edwards is obviously not unaware that a very common way to resolve these questions in the real world, playing a system like AD&D 2nd ed, is for the GM to take charge and impose their will. He does doubt whether that's the only resolution that's possible.
 

Right.

The last "two characters in a bar" scene I recall in my play was two PCs in Prince Valiant who were both wooing the same lady (one a knight, at that time the other a squire). They were debating who should yield to whom. This wasn't a social crawl - it was PC vs PC, not PC vs NPC. It wasn't analogous to two PCs working out whether to explore the left or the right archway first - ie it wasn't actual negotiation in the real world as a proxy for actual negotiation in the fiction. So that left three options: the players actually try and generate the feelings (towards one another; towards the lady) that their PCs feel, and genuinely act on those, and drink ales, and keep going until the situation actually resolves, or not (ie we replicate real life, with all the wash-up and hard feelings and hangovers and broken friendships that that involves); or the players make a decision about who yields (cooperative storytelling); or we roll some dice.

We did the third: opposed Fellowship checks. Which tied, so neither yielded to the other and both continued to woo the lady. (Play to find out what happens!)
Well, sounds hella boring way to solve a situation that would be fodder for some great roleplaying. I wouldn't play in a game like this.
 

But isn't conversation in a LARP, or at @Lanefan's RPG table, "boffered"?

I mean, in real life conversation - especially in high-stakes situations - people shout at one another, use cutting words, cry, storm out, say things they regret later, stumble, mutter under their breath, etc, etc. There are real emotions and those emotions are inseparable from what is said and heard.

But in a LARP or sitting at a table no one wants that. So if the character I'm playing is trying to bully the character you're playing, I don't actually try and ground your sense of self into the ground, which is what I would do in the real world if I was trying to bully you. I pretend, and you pretend. In some sense I suspect the boffered weapons are actually more verisimilitudinous.

To me, this goes back directly to @Capmbell's post about the three modes of "social only" resolution. Either we're negotiating stuff essentially as participants at the table, in which case any overlay of histrionics is nothing more than that - the real action is in working out what we all do just as if we were working out where to go out for dinner. Or the GM's histrionics are clues to NPC motivations/backstories which the players then figure out (the "social crawl"). Or we're cooperating in story telling in some fashion.

But what we're not doing is actually modelling social interaction. I'm not actually generating, in you, any of the internal mental and emotional processes that occur when you fall in love with someone or are scared of someone or feel embarrassed or shamed by someone.

Which is also why @AbdulAlhazred's remark about resolving combat by talking is dead on! The cognitive process of deciding whether or not my character - as described - has yelled enough at your character to bully you into submission is no different from the cognitive process of deciding whether or not my character - as described - has wielded a sword sufficiently deftly to disarm and/or disable your character. It's a complete illusion to think that in the social case there is some genuine modelling or replication of the actual mental and emotional processes you character would be undergoing.

I'm not an actor. But from what I understand about how actors do their job, the comparison to acting is misplaced.

Suppose a script involves a scene in which one character hurls abuse at another, and the second character runs off in tears. The actors performing in that scene don't need to decide how their characters react. The actor playing the second character doesn't need to decide how much abuse their character can take, or whether or not their character would stand up to the other one. The script already answers that question for them! Or a different example: in a TV ad one character winks at another, charming them so much that the winked-at character gives them <a kiss, a rose, a chocolate, a car - whatever is salient for the ad). This doesn't mean that one human being actually charmed another with a wink; and it doesn't mean that one human being reached the conclusion, by some process of reasoning or intuition, that another human being's wink was so charming that it made sense that it would charm another.

Again, they are just following the script.

So in RPGing, where does the script come from? Again, this take us back to @Campbell and @AbdulAlhazred's posts. The GM can write the script but then keep it secret from the players, so they have to puzzle it out: this is the "social crawl". The players and GM can write a script together: this is improv-style cooperative storytelling. We can roll dice to determine the script: this is AbdulAlhazred's uniform mechanics. Or we can converse among friends with no script and actually engage in a social process: this is Campbell's first mode, in which the social role play is really just a group of friends sitting around negotiating stuff among themselves.

I like to inhabit my character and emote for my character. But as I've just posted, this doesn't tell us anything about how social interaction is resolved. Because unless the social interaction is very low-key, and thus the stakes for the two interacting characters are not wildly different from the stakes for the two game participants (again, this is @Campbell's first mode), it won't be the emoting and inhabitation that is resolving things. Because I won't actually be falling in love with your, or scared of you, or emotionally crushed by you, or actually having induced in me any of the actual causal processes that are ostensibly taking place in my character's head and heart.

So how is the script authored? Rolling the dice to generate it - @AbdulAlhazred's suggestion - is one way, and involves no less inhabitation and emoting than any other. Compared to @Campbell's first and second modes (respectively, actual real world low stakes negotiation, or social crawling) I think it involves much more inhabitation and emoting. And compare to the third mode (cooperative storytelling) I think it is a way for reducing contrivance, and opening the door to more visceral inhabitation by imposing hard limits on whose character feels what.
I like your analysis. I expect the response will be, and I can sympathize with it, is that there's SOME verisimilitude in being "in the character's shoes." Sort of like there is some verisimilitude in the use of boffers to play out the action of a fight. Neither one is REALISTIC, but there is some bit of visceral experience involved. I might not bully another player into an emotional crack up, but I might lightly inhabit that state of mind and use it to react in a somewhat more authentic way. I mean, personally I'm more in your camp than not, I think playing a role is never THAT similar to the 'real thing'. However, it isn't arguable that talking through something, and play acting, is different from rolling dice. I have to accept that some people will prefer the former over the latter for reasons which are probably not really fully rational and articulable.
 

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