Celebrim
Legend
I think you are all being quite insightful, and at the same time talking right past each other. One thing though I'm very satisfied by is how this discussion is confirming for me something I've long suspected and believed, namely, that during any session of a traditional RPG (like D&D) that there is more than one game being played simultaneously. And it is with this fact that the GNS theory tends to break down, because GNS insists that the game is only functional if only one game is being played whereas I've always insisted that no RPG which provides only one game can be broadly successful.
I get what howandwhy99 is saying. He's saying that if the game doesn't provide what he calls 'the game board', and if there aren't associated mechanics for manipulating the game board in predictable ways that require updating of the game state, then it isn't a Game - and I'm capitalizing game because what he's defining (correctly) as a game is only a portion of what we normally understand a game to be. To a large extent, howandwhy99 is right but what he's failing to understand is that though that is that though the Game is the only part of the game he's interested in playing (because its the only part that is Playable), it's never the only game that is being played. Another player at the table observes the game and says, the Game is a machine for generating Story, and that player is also correct, even if howandwhy99 is not at all interested in this because its not part of the Game but an artifact of the Game. howandwhy99 may well say, "Who cares. We are playing a game. We are not Playing the Story.", and he's right to say that. Nonetheless, it remains the case that another player, lets call him Hussar, not only perceives the Story but while he is playing the Game begins playing it not just for the satisfaction of winning, but also because he sets for himself a goal of not only winning but also producing a Story of a certain form as one of the rewards of play.
Where I think GNS breaks down is that it suggests that howandwhy99 and Hussar are in inherent conflict now. This is because GNS assumes that there is a 'onetruewayism' under the 'System Matters' mandate. Each system must strive to produce one pure form of play - either only Game or only Story. But this is because humans are really bad at thinking about abstract things in terms of quantities instead of qualities. The assumption humans have is if we can't find an easy way to measure the quantity, then it must be a quality and if a quality then the thing is either X or it is Y. But in truth, that's rarely the case. A good example would be the quality of 'color' which is perceived as being a distinct thing. The thing is either 'red' or it is 'blue'. But now that we've found a measurement, we know that color is actually a quantity and it is not the case that a thing is either 'red' or it is 'blue'. Some things can be more 'more red than blue' and even white is not (only) a quality but also a quantity that is 'a bit of red and a bit of blue'.
At each table I think we are sharing the game, usually quite functionally, in a way that lets us each have a bit of Game and a bit of Story and a bit of a lot of other things. It's not like the only other goal of play is Exploration (whatever that means, which turns out to mean multiple things that GNS lumps together in order to keep its theory simple).
howandwhy99: What you are calling The Game Board can just as easily be thought of and is absolutely equivalent to The Fiction. And as long as The Fiction can be manipulated by performing associated mechanics and has concrete game states, then you have a Game. Equally, as long as The Game Board has a concrete description and a logic to it - the very factors that make it playable despite being hidden from you - it is a Fiction and produces a Story.
Or in other words, every story produced by an RPG is isomorphic to a series of moves on a game board. If you go back to my very first post on EnWorld, I think I observed that every sort of game - including those that are event or narrative driven - can be thought of as a sort of map. That is to say, the choice as to whether or not speak to an NPC about his son is basically the same choice as whether or not go left or right at a fork in the passage, and alters the game state. In the Savage Tide adventure path, there is a section where the players accumulate abstract victory points toward preserving a village and causing it to thrive. It's an example of a game structure that produces story and yet meets every definition you have of a Game.
You could do the exact same thing with My Life With Master, the only difference is that the players of My Life With Master aren't encouraged to think of the game board or focus on it, but instead focus on the Story outcome. But even if they don't focus on it, it's there, they just may not see it clearly, which may or may not have consequences in the play in the same way you not focusing on the story even though it is there may or may not have consequences is play. Yes, I understand you'd prefer they focus on the game board, and honestly, I think many of the theoretical story telling games might can be improved in some cases by having more attention to the game board and that many fail to make good stories precisely because they don't think the game board matters (I've seen this criticism of mechanics also made by adherents to Nar games, but in a different way).
I get what howandwhy99 is saying. He's saying that if the game doesn't provide what he calls 'the game board', and if there aren't associated mechanics for manipulating the game board in predictable ways that require updating of the game state, then it isn't a Game - and I'm capitalizing game because what he's defining (correctly) as a game is only a portion of what we normally understand a game to be. To a large extent, howandwhy99 is right but what he's failing to understand is that though that is that though the Game is the only part of the game he's interested in playing (because its the only part that is Playable), it's never the only game that is being played. Another player at the table observes the game and says, the Game is a machine for generating Story, and that player is also correct, even if howandwhy99 is not at all interested in this because its not part of the Game but an artifact of the Game. howandwhy99 may well say, "Who cares. We are playing a game. We are not Playing the Story.", and he's right to say that. Nonetheless, it remains the case that another player, lets call him Hussar, not only perceives the Story but while he is playing the Game begins playing it not just for the satisfaction of winning, but also because he sets for himself a goal of not only winning but also producing a Story of a certain form as one of the rewards of play.
Where I think GNS breaks down is that it suggests that howandwhy99 and Hussar are in inherent conflict now. This is because GNS assumes that there is a 'onetruewayism' under the 'System Matters' mandate. Each system must strive to produce one pure form of play - either only Game or only Story. But this is because humans are really bad at thinking about abstract things in terms of quantities instead of qualities. The assumption humans have is if we can't find an easy way to measure the quantity, then it must be a quality and if a quality then the thing is either X or it is Y. But in truth, that's rarely the case. A good example would be the quality of 'color' which is perceived as being a distinct thing. The thing is either 'red' or it is 'blue'. But now that we've found a measurement, we know that color is actually a quantity and it is not the case that a thing is either 'red' or it is 'blue'. Some things can be more 'more red than blue' and even white is not (only) a quality but also a quantity that is 'a bit of red and a bit of blue'.
At each table I think we are sharing the game, usually quite functionally, in a way that lets us each have a bit of Game and a bit of Story and a bit of a lot of other things. It's not like the only other goal of play is Exploration (whatever that means, which turns out to mean multiple things that GNS lumps together in order to keep its theory simple).
howandwhy99: What you are calling The Game Board can just as easily be thought of and is absolutely equivalent to The Fiction. And as long as The Fiction can be manipulated by performing associated mechanics and has concrete game states, then you have a Game. Equally, as long as The Game Board has a concrete description and a logic to it - the very factors that make it playable despite being hidden from you - it is a Fiction and produces a Story.
Or in other words, every story produced by an RPG is isomorphic to a series of moves on a game board. If you go back to my very first post on EnWorld, I think I observed that every sort of game - including those that are event or narrative driven - can be thought of as a sort of map. That is to say, the choice as to whether or not speak to an NPC about his son is basically the same choice as whether or not go left or right at a fork in the passage, and alters the game state. In the Savage Tide adventure path, there is a section where the players accumulate abstract victory points toward preserving a village and causing it to thrive. It's an example of a game structure that produces story and yet meets every definition you have of a Game.
You could do the exact same thing with My Life With Master, the only difference is that the players of My Life With Master aren't encouraged to think of the game board or focus on it, but instead focus on the Story outcome. But even if they don't focus on it, it's there, they just may not see it clearly, which may or may not have consequences in the play in the same way you not focusing on the story even though it is there may or may not have consequences is play. Yes, I understand you'd prefer they focus on the game board, and honestly, I think many of the theoretical story telling games might can be improved in some cases by having more attention to the game board and that many fail to make good stories precisely because they don't think the game board matters (I've seen this criticism of mechanics also made by adherents to Nar games, but in a different way).