deleuzian_kernel
Adventurer
Finally! It took me a while to get through all the replies. I’m gonna respond to those things that really caught my eye and could be good jumping points for me to get into this conversation, and also express my overall opinion as to where I stand in the matter. Fortunately for me, I don’t really have to expand on my position at full because I pretty much agree with all that @hawkeyefan has said and how he sees different the issues. I suspect we have similar training
? I’ll talk a little bit more about why when we talk about railroading.
So, when it comes to the word authenticity I feel like indeed it was perhaps not the best word to describe the general sense of what you are talking about here @pemerton . Heh, it definitely caused a lot of uproar at the beginning of your thread, but I also don’t think this entirely a fault of your particular use of the word.
People perceiving the word authenticity as threatening to them and their play style were already approaching the conversation from a tribalistic sense, the same thing they were accusing you of doing.
Instead, I dunno, maybe they could’ve started by expressing genuine curiosity about what you meant and said:
“That’s interesting, I don’t feel particularly inauthentic when I play OD&D, care to say more?” Instead of presupposing an intent with your use of the word authentic, and getting into this useless diatribe of definitions in the positive, use of jargon and inauthenticity, maybe they could’ve been more curious about YOUR experience, YOUR view on the matter, the extent of YOUR use of the word as opposed to fighting to reclaim some sort of “ownership” of the word for themselves to shut you down. Previous beef I suspect? This is the only way I can explain such toxicity from the get-go.
Especially because it took the thread a long while to get out of this useless part of the discussion to really engage in conversation about RPGs which is probably the main objective of this thread (and topic, right?)
Moving on…
I really like how you’ve summarized exactly the experience you are attempting to capture in the term you've chosen to use: Genuine choices in play that say something individually and together.
I think this is really at the core of what you mean when you say authenticity...because you said it yourself. People should’ve started debating there. I believe @Umbran did.
However, as opposed to Umbran, I do recognize this framing because it is, very much so, the ideological pursuit of narrativism as a creative agenda by the people who spoused that idea during the years it was very popular (look at Aside GNS for instance). It is something I experience in my day to day when playing these games, and I feel comfortable in saying it is based on something real and objective that is different from other games. (Not missing, different).
I’d be very happy to provide real accounts of this experience if necessary.
Now, I believe authenticity, can be found in all the discrete elements of the full statement you made. I believe this might be one of the reasons of many of the disagreements in this thread, because it’s hard to identify which aspect is authenticity anyone is referring to at any particular moment.
When we talk about genuine choices, we probably all mean consequential, meaningful choices, yes?
Is this the kind of authenticity we are discussing?
If it is, then I posit that it is not restricted to narrativism, PbtA, FitD, right? People make meaningful and consequential choices in all types of games! “Didn’t pack torches? Too bad for you guys, dark cave, it’s in my notes.” Certain techniques make these more or less authentic in that sense. A blorby, consistent game world promotes (+) authenticity in these choices. The quantum ogre and other forms of illusionism strips (-) authenticity from them. Disagreements anyone?
When we talk about saying something, we mean something human, right? Very frequently in storytelling, this means it’s thematic.
Is this the kind of authenticity we are discussing? Do we need something to be thematic in order for us to say something deep about ourselves (as a society, as individuals)?
For many RPG designers and scholars, theme was the answer on how to make those deep human issues real in play, relying on our capacity as empathy machines to find meaning in thematic storytelling. Certain approaches to gaming might make these more or less authentic in that sense. Playing OSR-style games? Probably not a lot of discussions on deep human issues going around, yes? Playing heavy-trad games like Vampire the Masquerade? Interesting themes floating around, but very poor tools to actually empower players to have something interesting to say about those themes and (in)human issues. Could happen? Sure. Did the game help? Probably not.
Authenticity (+) here could mean that our conversations were deep, thematic, thoughtful, provocative, risky. Authenticity (-) here could mean that there is an absence of these elements, or that they weren't treated with the right kind of contemplation.
Disagreements here?
When we talk about doing it individually and together, we are talking about collaboration, meaning that what people contribute is for real and everyone’s input is taken and listened to. Contributions to the fiction are made in more equal terms.
Is this the kind of authenticity we are discussing?
Here there is a lot of great theoretical conversation with regards to what constitutes true collaboration, and the level of agency and authorship that any given player has in both the events that happen in the play, but more relevant to your general approach, to the themes that emerge from play. Empowerment is a word people have used. Some games empower players contributions to the fiction.
Techniques such as moves being heavily geared towards conflict resolution, a more relaxed stance on backstory and setting authority, kickers, bangs, a clear distribution of authorities ala Ron Edwards, all techniques that promote authenticity (+) in the collaboration. Illusionism, and what Ron calls intuitive continuity (-) bad for this purpose.
I’m immediately reminded of Vincent Baker’s writings on thematic empowered play as well.
Now, when you take your full statement: Genuine choices in play that say something individually and together, it's discrete do take up a cohesive meaning.
Genuine choices with respect to saying something.
individually and together, collaboration, with respect to saying something.
There I see an argument for authenticity with respect to that goal of play, saying something, that does separate it quite profoundly from genuine choices in other games and collaboration in other games, and might be label as authentic under those contingencies.
@Bedrockgames and @hawkeyefan…Very interesting conversation between you two. I personally have to side more with @hawkeyefan in that the Alexandrian techniques, are at the end of the day a way for the GM to control the possible outcomes of play, while perhaps being a bit more freeing in how characters may interact with them (Node-based navigation is quite a different transversal than linear or branching adventures) and it’s that control which becomes the “railroading” @hawkeyefan is talking about. It's an infrequent use of the term railroading, as it typically refers to the linearity of a module.
With most of the the Alexandrian techniques of play, the GM remainsthe primary decision maker of how a scenario gets resolved. Scratch that. The GM is the primary decision maker of the kinds of acceptable ways the scenario could get resolved. They’ve predetermined what the important nodes are, and what the focus of the play is. Play needs to gravitate towards the nodes in order for there to be play at all.
Is it restrictive? Maybe, depends on the game, certainly waymore freeing than the classic linear and branching adventure models.
Authentic? From a meaningful choice perspective, I feel like it promotes authenticity in that the how the resolution of a scenario occurs depends on player choice. From a thematic, player empowered perspective. Not really authentic, it's still the GM who decided what the major pieces of the story were. If there isn't presupposition that this is NOT what's happening here, no harm no foul.
I’m inclined to agree with this, that it is mainly about information flow. I think, though, that it finds its use in making sure that the information is redundant enough to point the players at the points of interest that the GM has predefined to be points of interest. This speaks volumes at the kind of collaboration that inevitably occurs, where the PCs do navigate the scenario authentically (meaningful choice), but are not particularly authentically empowered authors of it (thematically).
Similarly, as per @hawkeyefan's example of his Spire game, building these adventure structures limits the possible range of places the story could go to those that are mostly predefined by the GM. This goes beyond notions of a campaign premise; its discovering through play what kinds of embroilments the PC's organically get embedded in and making the game's aboutness be that.

So, when it comes to the word authenticity I feel like indeed it was perhaps not the best word to describe the general sense of what you are talking about here @pemerton . Heh, it definitely caused a lot of uproar at the beginning of your thread, but I also don’t think this entirely a fault of your particular use of the word.
People perceiving the word authenticity as threatening to them and their play style were already approaching the conversation from a tribalistic sense, the same thing they were accusing you of doing.
Instead, I dunno, maybe they could’ve started by expressing genuine curiosity about what you meant and said:
“That’s interesting, I don’t feel particularly inauthentic when I play OD&D, care to say more?” Instead of presupposing an intent with your use of the word authentic, and getting into this useless diatribe of definitions in the positive, use of jargon and inauthenticity, maybe they could’ve been more curious about YOUR experience, YOUR view on the matter, the extent of YOUR use of the word as opposed to fighting to reclaim some sort of “ownership” of the word for themselves to shut you down. Previous beef I suspect? This is the only way I can explain such toxicity from the get-go.
Especially because it took the thread a long while to get out of this useless part of the discussion to really engage in conversation about RPGs which is probably the main objective of this thread (and topic, right?)
Moving on…
I really like how you’ve summarized exactly the experience you are attempting to capture in the term you've chosen to use: Genuine choices in play that say something individually and together.
I think this is really at the core of what you mean when you say authenticity...because you said it yourself. People should’ve started debating there. I believe @Umbran did.
I don't know what this really means. It sounds poetic, and seems to take a pseudo-moral stance, but doesn't actually tell me what is happening in these games that is somehow missing in others.
However, as opposed to Umbran, I do recognize this framing because it is, very much so, the ideological pursuit of narrativism as a creative agenda by the people who spoused that idea during the years it was very popular (look at Aside GNS for instance). It is something I experience in my day to day when playing these games, and I feel comfortable in saying it is based on something real and objective that is different from other games. (Not missing, different).
I’d be very happy to provide real accounts of this experience if necessary.
Now, I believe authenticity, can be found in all the discrete elements of the full statement you made. I believe this might be one of the reasons of many of the disagreements in this thread, because it’s hard to identify which aspect is authenticity anyone is referring to at any particular moment.
When we talk about genuine choices, we probably all mean consequential, meaningful choices, yes?
Is this the kind of authenticity we are discussing?
If it is, then I posit that it is not restricted to narrativism, PbtA, FitD, right? People make meaningful and consequential choices in all types of games! “Didn’t pack torches? Too bad for you guys, dark cave, it’s in my notes.” Certain techniques make these more or less authentic in that sense. A blorby, consistent game world promotes (+) authenticity in these choices. The quantum ogre and other forms of illusionism strips (-) authenticity from them. Disagreements anyone?
When we talk about saying something, we mean something human, right? Very frequently in storytelling, this means it’s thematic.
Is this the kind of authenticity we are discussing? Do we need something to be thematic in order for us to say something deep about ourselves (as a society, as individuals)?
For many RPG designers and scholars, theme was the answer on how to make those deep human issues real in play, relying on our capacity as empathy machines to find meaning in thematic storytelling. Certain approaches to gaming might make these more or less authentic in that sense. Playing OSR-style games? Probably not a lot of discussions on deep human issues going around, yes? Playing heavy-trad games like Vampire the Masquerade? Interesting themes floating around, but very poor tools to actually empower players to have something interesting to say about those themes and (in)human issues. Could happen? Sure. Did the game help? Probably not.
Authenticity (+) here could mean that our conversations were deep, thematic, thoughtful, provocative, risky. Authenticity (-) here could mean that there is an absence of these elements, or that they weren't treated with the right kind of contemplation.
Disagreements here?
When we talk about doing it individually and together, we are talking about collaboration, meaning that what people contribute is for real and everyone’s input is taken and listened to. Contributions to the fiction are made in more equal terms.
Is this the kind of authenticity we are discussing?
Here there is a lot of great theoretical conversation with regards to what constitutes true collaboration, and the level of agency and authorship that any given player has in both the events that happen in the play, but more relevant to your general approach, to the themes that emerge from play. Empowerment is a word people have used. Some games empower players contributions to the fiction.
Techniques such as moves being heavily geared towards conflict resolution, a more relaxed stance on backstory and setting authority, kickers, bangs, a clear distribution of authorities ala Ron Edwards, all techniques that promote authenticity (+) in the collaboration. Illusionism, and what Ron calls intuitive continuity (-) bad for this purpose.
I’m immediately reminded of Vincent Baker’s writings on thematic empowered play as well.
Now, when you take your full statement: Genuine choices in play that say something individually and together, it's discrete do take up a cohesive meaning.
Genuine choices with respect to saying something.
individually and together, collaboration, with respect to saying something.
There I see an argument for authenticity with respect to that goal of play, saying something, that does separate it quite profoundly from genuine choices in other games and collaboration in other games, and might be label as authentic under those contingencies.
@Bedrockgames and @hawkeyefan…Very interesting conversation between you two. I personally have to side more with @hawkeyefan in that the Alexandrian techniques, are at the end of the day a way for the GM to control the possible outcomes of play, while perhaps being a bit more freeing in how characters may interact with them (Node-based navigation is quite a different transversal than linear or branching adventures) and it’s that control which becomes the “railroading” @hawkeyefan is talking about. It's an infrequent use of the term railroading, as it typically refers to the linearity of a module.
With most of the the Alexandrian techniques of play, the GM remains
Is it restrictive? Maybe, depends on the game, certainly waymore freeing than the classic linear and branching adventure models.
Authentic? From a meaningful choice perspective, I feel like it promotes authenticity in that the how the resolution of a scenario occurs depends on player choice. From a thematic, player empowered perspective. Not really authentic, it's still the GM who decided what the major pieces of the story were. If there isn't presupposition that this is NOT what's happening here, no harm no foul.
So, the three-clue rule, in my experience, has diddly to do with railroading. It has to do with information flow. The three clue rule can be stated simply as, "The party will typically miss two out of every three clues as to what is going on."
I’m inclined to agree with this, that it is mainly about information flow. I think, though, that it finds its use in making sure that the information is redundant enough to point the players at the points of interest that the GM has predefined to be points of interest. This speaks volumes at the kind of collaboration that inevitably occurs, where the PCs do navigate the scenario authentically (meaningful choice), but are not particularly authentically empowered authors of it (thematically).
Similarly, as per @hawkeyefan's example of his Spire game, building these adventure structures limits the possible range of places the story could go to those that are mostly predefined by the GM. This goes beyond notions of a campaign premise; its discovering through play what kinds of embroilments the PC's organically get embedded in and making the game's aboutness be that.
Have you run Apocalypse World, Sorcerer, Mountain Witch? Would you say you've run them this way?Look, I'm a GM, not a qualified group counselor. I am not running a game to get the players to "reveal truths". I'm running a game so they can have some entertainment, and maybe a momentary escape from whatever is weighty in their lives. This is true whatever style of game I am running.
Oh, absolutely, a gaming system supplants our normal interactions as people, if a game does not have anything to say about it then it leaves it up to the participants to determine either by consensus or accident. If a gaming system has an opinion about this, it can fabricate the right incentives, duties &c to make it a part of the conceit of the game. If a game leaves it up to chance...well it leaves it up to chance.And the conditions for friendship, collaboration, and genuine conversation resides in...game mechanics and principles?
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