@clearstream, you have referred multiple times in recent posts to this earlier post of yours:
Just to make sure we're addressing the same text, here is the part I wrapped in quotes, in that post (which therefore omitted it from your requote.)
So far as pre-existing norms extend, participants can often agree that a description D will have the consequences C. Rules supersede pre-existing norms and extend beyond them. During play it can be decided if any D has the consequences C by matching that D to a norm or rule that explicitly states or implies that C.
The "/" was simply an "or" as I clarified in the interim in my repost as a separate thread.
This seems to deal primarily with action declarations - which is what I take the "descriptions" to be. Maybe descriptions are also supposed to include descriptions of consequences?
That was my first intuition - that this seemed to only cover action declarations - but then I found it hard to find exceptions outside of those I called attention to, i.e. simulation rules, meta-rules, procedural rules. The first of those three I have now proposed to bring in through the inclusion of questions in description.
Say the question "What is the weather tomorrow?" That can be matched to the Balazaring Weather Table, which will output the consequential answer.
In any event, this "partial lens" doesn't seem to say anything about allocations of roles (eg player vs GM), nor about who has what sort of "ownership" of what sort of stuff. A single-player storytelling game could be set up that follows your pattern.
Yes, and one has been. Ironsworn.
This is because, with the symbols stripped out, your 1 to 4 are: a rule tells us what to say next ("consequence"), given what has been said ("description"), including how to choose among different possible things to say next. That is an extremely partial description of RPGing rules. In fact I think it's pretty radically incomplete.
That's not quite correct. It's important to retain the superseding and extending norms part.
This is just reiteration that rules tell us what to say happens next, given what has happened so far. Whether or not they "invite descriptions that would otherwise not occur" depends entirely on what the rules actually are. A rule that says "say whatever you like", or even "say whatever you like provided it follows from the fiction" doesn't seem like it will do that. The rule has be more precise, and to impose constraints that will produce things independently of what would otherwise be decided by the person the rule governs - which is also where participant roles start to matter (eg "Tell the other participant something they won't enjoy hearing, given their orientation to the fiction.")
Again, this is failing to put proper weight on the full implications of superseding and extending norms. I can ask questions like this
- In the absense of a rule, can I say what the weather will be tomorrow in Balazar? I believe yes, it's pretty straightforward. Especially if I had in play a calendar with seasons (like the Calendar of Harptos for FR.) I can follow a norm - "hmm, well it's summer and Balazar is mostly plains so I'm going with hot and let's say cloudy... light but constant winds".
- So I've got an answer, what do I need the rule for? The rule supersedes and extends that. Superseding means I use the Balazaring Weather Table instead of what I might normally expect. Extending means introducing things I would not normally expect, and that can invite questions I couldn't have without the rule.
This seems to be a trivial consequence of the failure to say anything about rules that differentiates RPGing from any other rule-governed storytelling activity.
As I now find based on your previous, the key distinctions to bring in are going to be the inclusion of questions (so that there are rules that answer questions, which I think can be wrapped up into producing a fitting consequence) and the inclusion of rules that care about what the player wants (not just to do it, do it, but also "I wish it would turn out this way.") I might include in "wants" the demands of story and role-play.
Once we take seriously that the rules are rules for RPGing, it is not obvious that lay can be such that it does not, by its very nature, place specific people front and centre. This would need to be shown, and hasn't yet been shown. All the attempts to show it involve characterising one person writing fiction on their own (eg GM authoring setting; or player authoring PC backstory) as engaged in RPGing. Which is at best a highly contentious description of such activity!
Again, I feel some just cannot accept the possibility of immersionist play. For the folk doing the play it is about their experience. I can enjoy the blue sky, right? But that does not mean that the sky is blue for my sake! I read some wording in The Elusive Shift that I found useful
immersion
role-playing
story
to which I might add
striving
It's interesting that immersion is one of the foundational intuitions of narratologists (i.e. that games involve immersion, agency, and transformation.) Anyway, this possible fourfold model of RPG separates immersion out from role-playing and story. Those might put people front and centre, where immersion is the experience of the world. The enjoyment of the blue sky for its own sake. I don't here mean to exclude that the fourfolds interleave: I think they do.
As my quote of the post just above makes clear, you did not make such a proposal. You used the phrase "norm/rule", which implies a type of synonymy or at least functional interchangeability of the two notions.
I'm not sure if you say this based on the omission of text, but anyway.
So far as pre-existing norms extend, participants can often agree that a description D will have the consequences C. Rules supersede pre-existing norms and extend beyond them. During play it can be decided if any D has the consequences C by matching that D to a norm or rule that explicitly states or implies that C.
The / was an "or". It acknowledges that when there is a norm we can match to the norm (no rule required) and a rule can supersede that. This can play out as described above, where a norm
competes with a rule. Generally speaking, the lusory attitude gives it to the rule, not the norm, to prevail. Here I see again that I have been unclear: the notions are not interchangeable, but I am not voicing just yet a theory of how to separate them.
I don't know what such a proposal would look like, given that norms and rules are similar things. It seems therefore to be a proposal that norms override and extend norms, or perhaps that rules override and extend rules. (There are other sorts of norms beside rules, at least in some accounts - eg principles, standards etc. I don't think I've seen an argument yet that drawing those sorts of distinctions is helpful for understanding RPGing.) As I've already posted, with reference to Suits and other philosophers in that sort of tradition, there are various approaches to this: eg the rule "things fall when not supported by a solid object" is really an oversimplification, and the true rule includes a caveat ("unless suspended by some other force, such as magnetism"). In some contexts it may make sense to talk about power conferring rules, which permit the rule-wielder to change other rules. I've already explained why I think that is not a useful analysis of rule zero, which is better analogised to Hart's "scorer's discretion" - ie it is a permission conferred on the GM to say whatever they like when it comes to them to say what happens next.
Let's not go back to rule zero, which for one thing is a compound rule with contents that apparently differ per poster. A few times you've explained what you think rules are in terms of making them compound. I am focused on saying what rules simply are. One can go ahead and compound as one likes from there.
As my concerns are generally ontological - Hart's scorer's discretion might not be especially relevant to me. I'll have to give that some thought. I might say something like - if it applies, it introduces or makes desirable just such strategies as you seem to employ, which by my lights amounts to adding more rules (so back to "it's compound.") We'd get hung up on disagreement about "whatever they like". I prefer my atomic regulatory rule, seeing as the rest varies by poster! Anyway, the additional rules I would have in mind include those yet to be brought into the description: meta-rules. (So I suggest that power-conferring rules are meta-rules, rules about rules, or at least have punted them to here.)
I recently learned of Frederick Schauer's work and perhaps my description of rules is more like his. He recognises the need to link a factual predicate to a consequent (that then is what a rule is or does.) He notices as I do the problems of matching (of ensuring that the rule captures just the cases it should capture). I have more reading to do to see if I have this right. TTRPG as a domain has concerns and features that are interesting once one gets a foundational idea of what an RPG rule
is in place, among them how to say what counts as a good rule?
But in any event: the only way that I can make sense of your reply to
@Campbell is that you are meaning by "norm" something like
what I the GM feel might happen next given ideas about what the setting is like, how a given NPC feels, etc. And then by "rule" you mean a rule of the game that tells the GM they must have regard to some other constraint in saying what happens next. That would be a very idiosyncratic use of "norm" - but if that's not what is meant, then I can't make sense of your post at all.
Why are apprehensions about what might happen next limited to GM? I think they're visibly held by everyone in the room!
As I noted, D&D gives it to GM to match descriptions to norms (this should usually be a gimme, but actually I believe GM is intended to prevail if there is doubt) or rules (where they exist.) AW has a brilliant scheme of forcing the description to fit pretty closely to each move, reducing as much as possible doubt (but not dissolving it entirely, MC still gets to say what matches.)
I have quoted your post just above. It does not use the word "mechanics", and it does not say anything about RPG mechanics, let alone something universally true about those mechanics. The only thing it says in the neighbourhood of mechanics is that in many RPGs dice play a roll in selecting between consequences. This is banal, and tells us nothing at all about (eg) the difference between no-myth and "yes-myth" RPGing, nor about the differences between playing (say) AW or DW as written, and the DL modules as written.
Here we will need to say what game mechanics are, versus rules. Mechanics are made up of rules. They're almost always (maybe even always) compound. My description does not deal with mechanics, it deals with rules.
What makes a game no-myth is what I, and
@loverdrive, and
@AbdulAlhazred, and
@Campbell have stated: that the GM is not allowed to "say 'no'" or to make hard moves or to otherwise narrate states of the fiction that defeat that players' aspiration for their PCs
simply by reference to pre-authored, secret fiction. loverdrive gave a clear example of "yes myth": the GM decides that the attempt to trick the sister by imitating the brother fails, because the sister hates the brother). I gave a clear example als0: the GM decides that the attempt to trick the starship captain by faking a distress signal fails, because the starship captain always follows certain protocols that preclude taking the PCs onboard his vessel.
I agree, and it is something that I've had in mind during my exchange with those posters. I wondered if anyone would eventually speak to it (and it seemed most likely you would given your insights.) Where no-myth fits my general description of rules is this
- I allowed my description to contain an oversight, which is - what about things GM might write down that are it seems intended to override other norms but aren't really rules? Should I say they are rules? For example, if GM notes down that the sister hates the brother. Is that a rule?
- My take is that in doing so GM is establishing a particular type of norm, one that is a norm of the game world. That's because a player could invoke a rule that had the consequence that the sister not hate the brother, and one would expect play to respect that. Or one could feel instead that the GM's note established a rule, and compare the rules for specificity (specific overriding general).
- As an aside, one might note that a TTRPG rule is just a formulated or prototyped norm: or at least, I do intend to imply that. It's particularly interesting to think about how we decide that a description matches a rule, requiring of course some norm or rule for deciding, with the obvious regress. Those sorts of regresses often appear in discussion on (the forming of) meaning. I've recently come to feel they are skirted by accepting circularity, but that might not be right. I'm not wholly against a dispositional account.
So what about when those things GM notes down are not only normative (or are rules) but also secret or unstated? It seems pretty clear that, that's what no-myth banishes. As I intended to imply in some of my questions, what happens if those are simply said out loud? Say the GM has a printed book of Star League protocols that players are at liberty to read any time? Is it then okay for the faked distress signal to fail if as it happens printed openly in that book is a distress-signal-ignoring protocol?
Above it is implied that norms as they are formulated or prototyped blur into rules. That's intentional. Seeing as I don't think anything can prevent that, it seems right to land where we have for no-myth. One can also have rules about GM freedom to manufacture
rules, which invokes my description of RPG rules to make anything GM manufactures submit to the premanufactured or consensus game rules.
Of course the contrast between this, and no myth, doesn't come out in your post 709 because your post 709 doesn't drill down into the relevant features of RPG rules! All it notes is that "rules direct or perhaps even dictate what to say next, given what was said previously" and of course both no myth and "yes myth" RPGing exemplify this. But the fact that you have not described any difference between them doesn't mean that there is no difference that can be described. Several of us have done that.
As I lay out above, I was thinking of a difference between them. I wanted to know what others thought, and for my part their patient answers, questions and comments helped make things clearer. Turning a nagging doubt into a more concrete concept.
nd as I and Campbell and AbdulAlhazred have expressly stated, and as I think loverdrive has implied, for no myth to work, there must be a way of working out what happens next other than by referring to pre-authored, secret fiction. This is what the rules, including the mechanics, are for. In DW/AW, the rules are if the mechanics aren't triggered, the GM can only make soft moves unless a golden opportunity is given. In BW, the rule is if the mechanics aren't triggered, the GM must say "yes". The mechanics, in turn, provide rules for working out what happens next other than by simply referring to pre-authored, secret fiction. Eg if in BW the player succeeds on the Falsehood or Persuasion check with the intent to persuade the NPC, then the NPC goes along with what the PC wanted them to do: the GM cannot appeal to pre-authored, secret fiction ("the sister hates her brother" or "the captain never departs from protocols") and thus insist on saying that something different happens next.
Agreed also. I think it is not that the moves are taken to be comprehensive (although Baker did an incredible job of casting a wide net) but that the work in conjunction with principles that bring in the exceptions. I want to take a closer look at principles next, actually. Anyway, practically speaking, it's not even necessary to cover every possible case (and on surface I would guess that to not be possible) but only those cases mainly arising.
So for avoidance of doubt, I agree there is a distinction.