I want to finish up with saying that I am really grateful for you answering these posts! I fear the tone of my reply might betray my frustration that we seem to be talking a bit past each other. I want to emphasize this is fully outweighed by the joy of feeling seen and adressed by someone as clearly knowledgeable as you!
It's clear that you're frustrated, but I'm struggling a bit to work out what I'm missing.
You
seem to be taking the Tuovinen essay seriously. If I'm wrong about that, and you disagree with it, you're going to have to tell me expressly, because if you're trying to imply that I've missed the intended implication.
Anyway, I take the Tuovinen essay seriously, and - as he seems to intend it - regard it as a continuation of earlier work done primarily by Edwards. (Tuovinen cites Edwards approvingly near the start of the essay.)
Here is Tuovinen on
"GM story hour":
your core strength is being able to prepare carefully, and the freedoms you give to the player are carefully constrained to ensure that you actually get to show off your stuff. It is still interactive, as the player has the primary control over the pace (how quickly you go over your material) and focus (what parts of your material are particularly observed) of play, even as the GM by definition holds primary content authority. The GM decides what play will be about, but the other players decide how they investigate that aboutness.
The GM story hour is an appropriate game structure for games where a single player introduces specific subject matter to the other players. It is extremely important that the introduced matter is good stuff, creatively relevant to the participants. Tracy Hickman understood this in his magnum opus Dragonlance, pushing the AD&D content delivery chassis to its extreme ends and beyond in an effort to deliver a true high fantasy epic via a game structurally very poorly suited for the purpose; Hickman understood that if there was to be a measure of grace to the project, it would be in the fact that the GM would in his interminable story hour be delivering actually legit fantasy literature. (Not discussing the Dragonlance novels here, note, but the adventure modules.)
If one sets aside some of the jabs at DL, this gives a sense of how this sort of "simulationism" works: the GM has a creative vision ("legit fantasy literature") and shares it.
As Tuovinen also says
You never, ever want to be in a position to deliver a story hour with [badly crafted], trivial material. Respect yourself, respect your friends, and if you choose to play a game structured for the story hour, bring something you actually want to tell the other players about. Something that you can describe to them, and then let them ask questions, and then answer those questions gladly, confident that you’re engaging in an intelligent, meaningful activity. If you can’t convince yourself about your material being interesting, don’t expect others to care, either.
This is a type of play that is well-suited to GM authority - the GM has something worthwhile that they want to share, and they share it. The players' role is - as Tuovinen notes -
constrained but not absent: the players influence pace and which elements receive particular focus.
From the essay:
When talking about the core reward cycle: "You are joined together by the curiosity towards the subject matter."
"Moving on, let’s grant for now that I’m correct about the underlying human motivations and Simulationist play is indeed engaged in for the purpose of, well, study: a Simulationist creative agenda is one that seeks inspiration and understanding in the process of Exploration."
And when contrasting with narrativism: "The fundamental issue is that a true Sim play will never, ever care about you the person, and your self-expression"
It appear to me like you cannot have coherent simulationistic play if one of the key participants enters with no curiosity, but rather just a wish to express.
Tuovinen is a clever thinker about RPGs, and so is unlikely to have contradicted himself. Thus what he says about the "simulationism"/"narrativism" contrast should be able to be reconciled with what he says about "GM story hour" as a mode of simulationism.
Here is how, in the essay, he draws the contrast between the two approaches to (or, if you prefer, agendas for) play:
Nar is inherently about you, while Sim is inherently about it. I’d like to say that this is often a less emotionally charged conflict than others, but the truth of the matter is that some Simmy games are just more easily drifted towards Narrativism, while others are easier for Gamism. Sure, Fate can do Narrativism, but if you think that proves that Sim and Nar are similar, you should try playing Battletech and see how Narrativist you’ll feel yourself. The fundamental issue is that a true Sim play will never, ever care about you the person, and your self-expression; they don’t want your self-expression, they want your subjugation to this material.
And he says a bit more in the comments:
the psychological basis for Narrativism is artistic self-realization, right? I think that the best argument for the CA modes not being distinct modes all around is probably in this territory: the distinction between Narrativist self-realization and Simulationistic elevated understanding is sort of subtle . . .
a Simulationist query will be unsatisfied by a Narrativist answer because the Narrativist answer pertains to the worldview, the creative self-expression, of the narrator, while paying only notional respect to the background material as a context. This could come as a surprise for even a practiced Narrativist, but we do fudge the SIS a bit in the interest of making the thematic statement, and it’s because the statement is so much more important than respect for the material. I believe that the Simulationist query into the material is ultimately disappointed by the Narrativist self-expression because the causes for the Narrativist choice arise from the artist and not the material.
The contrast here between
artistic self-realisation/self-expression and
fidelity to the material is one that obtains
during play. I pointed to this upthread, in posts that responded to
@Campbell,
@clearstream and maybe also to you (? sorry, I've lost track a bit) about the difference between "simulationist" and "narrativist" approaches to RPGing that foregrounds the psychological and emotional life of the PCs. If the principal concern is
fidelity measured against some existing standard, then we're playing sim. If the player becomes
pro-active then - as per Edwards - "poof, we're out of Sim".
Tying this back to the story hour: in the moment of play, the expectation is that the GM is
faithful to the prepared material, and is presenting it to the players who "explore" it - the interactivity is what differentiates "story hour" RPGing from reading a book or watching a film.
But when the GM
creates the material, they are of course engaged in self-expression. They are trying to create "legit fantasy literature" or something similarly worthwhile, that it's reasonable to expect others (ie the players) will then enjoy exploring and experiencing.
(I mean, it's obvious that the DL modules have a lot of Hickman in them.)
Completely relevant for my point, but as you insist I will try again:
[Start of deja vu]
Thank you for proving my point.
Could you imagine it might be possible for me to state "I really like to make up good stories as a form of self expression. It is so nice to have the other players as an audience!" without you reflexively pointing out that "If you want to do what you've just described, you need a system with strong GM powers."? It should be possible to have a civil and deep discussion about personal preferences without dragging in system concerns.
[End of deja vu]
Absolutely! I would have hoped the context would have made it clear that this quote was reflecting back on my previous observation it might not be good for play
This loses me, I'm sorry. I don't see why GM authority is bad for play, at least in GM story hour RPGing and also in "substantial exploration" where the GM is the master of the material and is "channelling it to the players". In fact, I think looking at something like DL shows that the boundary between "story hour" and "substantial exploration" is not impermeable. The DL modules do, deliberately, take the PCs on something of a tour of the setting.
Yes, the
homemade part of this context essential to the meaning of my statement. I cannot remember Edwards in that essay "formulate a motivation that would describe why someone would prepare an elaborate setting like this for a narrative game" where "prepare" and "like this" reflects back on
@EzekielRaiden 's great description of his process outside the session.
A homemade setting could work for narrativist play as much as can a purchased one. I mean, Glorantha began as Greg Stafford's homemade setting.
I think a homemade setting can also work for "substantial exploration", but it has to be interesting. That is, Tuovinen's injunctions to the author of a story hour would apply likewise to the homemaker of a setting who then wants the play to involve substantial exploration of their setting: respect your friends, respect yourself, and bring something worthwhile. It's always invidious to suggest examples, but compare Greyhawk to Eberron. The latter seems potentially amenable to worthwhile "substantial exploration" in a way that I think the former is not (and I say this as someone who currently has multiple active games in GH, and has used it on-and-off now for 40 years of FRPGing). GH has virtues, but suitability for "substantial exploration" is not one of them.