Baron Opal II
Legend
Never played, couldn't say. Alas.And here I thought you were going to talk about the wedding ceremonies in Final Fantasy XIV....
Never played, couldn't say. Alas.And here I thought you were going to talk about the wedding ceremonies in Final Fantasy XIV....
I'd like to say you're missing out. But, really, you're really not.Never played, couldn't say. Alas.
. . . no predetermined relation exists between gameplay, as a real-time system of potential inputs and outputs, and traditional film elements like character, narration, or image. In theory, if one happened to strike the right buttons at the right time, one could play through a video game in its entirety without a single thought to what was transpiring onscreen, like a monkey typing out Shakespeare.
care, by definition, means choosing to have no choice, holding onto another person so tightly their survival becomes an inescapable necessity.
There is a big difference, in other words, between mere customization and true narrative control — if such a thing even exists.
It is something I have done with D&D.So my next question then becomes even more interesting ---
If you were a player in a GM-driven "trad" game, and that GM comes to you and says, "I really want to aim for some kind of aesthetic experience with this. Can you as players build your characters in such a way that the dramatic needs of the situations I'll be presenting fall in lockstep with the dramatic needs of the characters?"
Like, is that something you'd even consider doing as a player? What would that look like? Is that something you'd even attempt? If the GM was fully transparent about it up front, gave you all kinds of tips and pointers, but still said, "I'm probably going to railroad at points to make sure the aesthetic imperative remains intact," would you be good with that?
I ask this because I think most of us have been unwilling participants at some point in our gaming career in a GM's aspirations toward this goal anyway. Does it make a difference if the GM tells you up front that the railroad is going to happen, and why?
So in these sentence you move from there is a predetermined relationship between G and the occurrence of some or other instance of A to G causes some predetermined instance of A. To me that seems a non-sequitur.But that first sentence, "no predetermined relationship exists between gameplay and aesthetic value." Okay, so, if there IS a predetermined relationship, what would it mean in context of an RPG?
Is it "GM backstory" that creates the predetermined relationship? Is it PC backstory? If there is an aesthetic value, it is predetermined.
Now let's substitute and expound -- "Care, by definition---at least in a gaming context---means choosing to have no choice; choosing to enmesh your character's psychology and motivation into a predetermined aesthetic relationship (predominantly GM controlled) in such a way that you can play as if your character's natural inclinations are in lock step with the dramatic needs of the scenario in front of you. If you are playing the game, you are doing so in service to the predetermined aesthetic; your character's choices, build, progression, and rationales are subsumed in the service of heeding to the aesthetic need.
In the first quoted paragraph, we shift from the player having no choice to the character's choices being subsumed into the GM's authorship. That also seems like a potential non-sequitur, or at least a recipe for stilted fiction where the character is obviously an author's expository vehicle.If you were a player in a GM-driven "trad" game, and that GM comes to you and says, "I really want to aim for some kind of aesthetic experience with this. Can you as players build your characters in such a way that the dramatic needs of the situations I'll be presenting fall in lockstep with the dramatic needs of the characters?"
Like, is that something you'd even consider doing as a player? What would that look like? Is that something you'd even attempt? If the GM was fully transparent about it up front, gave you all kinds of tips and pointers, but still said, "I'm probably going to railroad at points to make sure the aesthetic imperative remains intact," would you be good with that?
I believe that this is false. Part of giving a character their full due is understanding when they try, and when they are too exhausted to do so. And this is something that a "gamestate" can contribute to - I'm thinking particularly of artha in Burning Wheel."Or perhaps conversely, care, by definition---at least in gaming context---means choosing to have no choice; it means giving up the game-driven power fantasy, the obsession over numeric superiority, the empirical 'need to win the game and be awesome doing it'. And in its place you instead give your character their full psychological due, their full emotional range, their fully formed sense of internal awareness, desires, drives, and instabilities. If you are playing a game at all, you are doing it in full truthfulness and integrity to the character you imagine, above and beyond your own inward desires to manipulate the gamestate --- for if we are to achieve aesthetic value in play, we must lose sight of the concept of a 'gamestate' entirely."
I don't understand why the GM is not one of the players here.attainment of an "aesthetic experience" in gameplay requires willing sacrifices by the players of control. You either give up control to the GM narrative, or give up control to the internal psychology of your character.
I tried that specifically once with a pitch of "next game what do you think about everyone making lesser nobles? Everyone is the third or fourth son or daughter of a noble. You're born with your silver spoon, but you are near the limit of what you can draw from the estate. You are definitely going to make your own fortune. You know there will be no inheritance." The table was good with that, and next week we were ready to go except one player decided to make a hunter-gather ranger. That made for a bit of a bump.So my next question then becomes even more interesting ---
If you were a player in a GM-driven "trad" game, and that GM comes to you and says, "I really want to aim for some kind of aesthetic experience with this. Can you as players build your characters in such a way that the dramatic needs of the situations I'll be presenting fall in lockstep with the dramatic needs of the characters?"
I have been good with that as a player with a limited duration campaign (4-9 sessions). If it was something open ended I wouldn't be. If it is more open ended, then in order for my character to be cared about I have to let them find their own voice. I don't think you can do that when you are a participant in the DM's story rather than working together to mutually discover what the story will ultimately be.Like, is that something you'd even consider doing as a player? What would that look like? Is that something you'd even attempt? If the GM was fully transparent about it up front, gave you all kinds of tips and pointers, but still said, "I'm probably going to railroad at points to make sure the aesthetic imperative remains intact," would you be good with that?
So in these sentence you move from there is a predetermined relationship between G and the occurrence of some or other instance of A to G causes some predetermined instance of A. To me that seems a non-sequitur.
I think AW aspires to have a predetermined relationship between gameplay and aesthetic value. The basic moves and the GM moves are intended to secure that relationship. But there is no predetermination of what the particular aesthetic value will be.
This has been pretty heavily implicit in most of my trad gaming experience, and very much understood at most of my con games, especially with pregenerated charcters, but also with half-pregenerated characters and with characters created during the session. And I do remember having explicit conversations with people at said con, after the very first game I played there went off the rails due to a player turtling "because it's what his character would do", about what I called "accepting the premise" and just rolling with what the game & GM offered. This was before I'd heard of "participationism" but that's basically what it was. In a one-shot convention game, you have to go with what's being offered or torpedo the whole point for being there. (This attitude of course accommodates player-driven games just as well! If you sign up for Apocalypse World, you'd better not be expecting any prescripted narrative or puzzle and better not play as if there is.)So my next question then becomes even more interesting ---
If you were a player in a GM-driven "trad" game, and that GM comes to you and says, "I really want to aim for some kind of aesthetic experience with this. Can you as players build your characters in such a way that the dramatic needs of the situations I'll be presenting fall in lockstep with the dramatic needs of the characters?"
I have, rarely, and would be again—with one gigantic proviso. If the game promises to be about an aesthetic experience and winds up with 90% of the table time being round-by-round tactical combat, I am not going to be happy, and I am not going to remain in that campaign. I stuck out one yearslong campaign like that, I'm not gonna do it again (even though the end of that campaign was pretty cool).Like, is that something you'd even consider doing as a player? What would that look like? Is that something you'd even attempt? If the GM was fully transparent about it up front, gave you all kinds of tips and pointers, but still said, "I'm probably going to railroad at points to make sure the aesthetic imperative remains intact," would you be good with that?
Knowing ahead of time absolutely makes a difference. In my Torg Eternity campaign, the GM was running us an adventure in the Nile Empire, a reality of 1930's high pulp adventure, with loads of plot contrivance, tropes, and railroads (including a scene literally set on a train). It fits the genre so I was fine with knowing exactly what would happen once we got the MacGuffin: We were going to lose it—temporarily. That was half the fun! But in other areas, even with that same game system, it got old fast. Our GM didn't have time to craft his own adventures and set them up on Roll20, though, so we worked with the published adventures, which are almost all prescripted as heck (with a few shining exceptions—if you are interested in Torg Eternity, two thumbs up to the adventure "Mutie Town", set in Tharkold).I ask this because I think most of us have been unwilling participants at some point in our gaming career in a GM's aspirations toward this goal anyway. Does it make a difference if the GM tells you up front that the railroad is going to happen, and why?
Heh. My turn to GM Torg came up a few weeks back and I told the players I planned to run adventures in the gothic horror setting (with a heavy mod to the central mood mechanic of "corruption", which as written is boring as paint drying).It is something I have done with D&D.
I ran a gothic horror adventure path, the Pathfinder Carrion Crown AP in 5e and told the players this is going to be a gothic horror D&D game so I want predominantly human, part human, and classic D&D races (elf, dwarf) as opposed to inhuman dragonborn type races for the aesthetics of a more human normal person base for the gothic horror experience. I also want everyone to come up with a reason their character was connected to the former adventuring archaeologist Professor Lorrimor Jones or his daughter Lady Jessica and why you would be invited to be a pall bearer at his funeral.
Everybody was on board and came up with a lot of Indiana Jones cast and other appropriate type character concepts that blended well and gave great character hooks for me and them to riff off of in the campaign.