@clearstream, there is a lot going on in your replies, and I don't think I am always fully following the trajectory of your thought.
My replies are probably becoming more repetitive, as I don't feel that I am being pushed beyond elaborating aspects of Baker's account of RPGing (which in various ways builds on Edwards'). To try to make my replies as coherent as I can, I have grouped together and sequenced bits and pieces of your posts that seem to me to speak to the same basic issues.
I think my TL;DR reply would be - by merging
fiction and
cues you seem to present one approach to RPGing (what I would typically call map-and-key, which has its paradigm in classic D&D but has been taken up by a pretty wide range of RPGs) as universal. I don't know if this is a deliberate feature of your account, or a byproduct, or something you don't agree is a consequence of your account.
That may be so. We could quibble, I think - did the leaf in the simple tale figure as a protagonist in some structural sense? - but I don't think the quibbling is really necessary in the RPG context, because I've never heard of a RPG about being a leaf floating down a river. RPGs that I know of that are self-consciously set out to produce character and story - I'm thinking of AW, BW, HeroWars/Quest, MHRP/Cortex+, Over the Edge, Prince Valiant, The Dying Earth - are working with a pretty conventional notion of what makes a character a protagonist and what makes a sequence of imagined events a story.
Although I was doing utterly mainstream RPGing in Australia while Edwards and Baker and Czege and Clare Boss were doing all sorts of RPGing, including avant garde RPGing, in America, the Forge trajectory fits my experience pretty well:
* I am hoping to get an experience from RPGing that closely resembles a story in that narrow/conventional sense;
* "traditional" RPG systems - D&D, its offshoots, and the simulationist engines that emerged in reaction to it (RQ and RM are the two classics for me; * C&S, HERO and GURPS seem like they also deserve a mention though) - don't reliably deliver this, at least without significant departure from their canonical approaches;
* WW golden rule/D&D 2nd ed "storytelling"/"railroading" sucks because it deprives the players of a genuine role in the game;
* Therefore, new systems - new techniques, new approaches to establishing the fiction, new mechanics, taken as a whole new rules - are needed.
I achieved the last step to an extent on my own, in fits and starts, over 20 years from around 1985 to around 2004; and then got a big boost from reading and reading about, and subsequently playing, new games.
Part of understanding, developing and applying those new rule and new techniques and new approaches involves seeing how the fiction can be divorced from cues - so (as just one example) while in Rolemaster a PC's skill bonus or stat bonus corresponds to (represents, symbolises) a definite thing about the PC, in 4e D&D it is a mechanical component in a cue-oriented process (rolling dice and adding bonuses) but need not, and often does not, correspond to any one particular thing in the fiction. Rather, it is used in a process that generates a shared fiction, without any part of that shared fiction necessarily being in any
is represented by relationship with any part of, or even the whole of, the process. (It turns out that some of these ideas are old in RPGing - eg Gygax articulates them in relation to hit points and saving throws in his DMG - but I had never really seen them taken seriously back then; perhaps because I was caught up in the simulationist reaction.)
My point in the preceding few paragraphs is to try to link my personal RPGing biography to what is a recognisable larger trend in RPGing, that is connected both to the narrow concept of "story" and to the fiction/cue relationship.
I don't see how we can talk about
how the symbols in the page give rise to us learning about and imagining Frodo without getting into linguistics or language. What I've italicised is the problem (philosophical, theoretical, whatever you want to call it) of representation and semantics.
But let's put that to one side, and imagine this: JRRT and CS Lewis are playing a game together. Each narrates a paragraph - about Frodo or Aslan or some other character of choice - and then they toss a coin, twice. Whoever wins the first toss has to narrate the next paragraph. And whoever wins the second toss gets to stipulate, as a constraint on that narration, that things go well for the protagonist or go poorly.
That seems to me like a viable game to play, if not the best ever. When played by those two persons at least it might produce somewhat worthwhile stories, in my narrow sense. The coin tosses don't represent anything in the shared fiction. They are not symbols vis-a-vis the fiction. (Of course an anthropologist can come along and talk about the symbolic nature, in early-to-mid-twentieth century England, of the coin toss as a way of resolving a dispute or settling a question by chance, and contrast that with the use of lotteries or dice rolls or wrestling or duels; but that isn't the sort of symbolic significance of cues that is at issue in our discussion, as best I can tell.)
Those coin tosses are paradigms of cues in Baker's sense.
I agree that the result of the coin toss (heads or tails), like the value on a rolled die, is a parameter. It is a parameter that feeds into the derivation of an outcome from a rule. I've described my imaginary rule for JRRT and CS Lewis's game; a simple RPG rule that takes a rolled value on a die as a parameter comes from BitD:
if one or more of your dice come up 6, you succeed. But just as for the result of the coin toss, so for the result of the die roll when RPGing: that value needn't represent anything in the fiction. In Rolemaster, it often does. In MHRP/Cortex+ Heroic it never does. There's no way, in that system, for a particular thrown die to symbolise anything in the fiction - it is only when the whole dice process is resolved that we can then narrate a new/changed fiction, in accordance with the rules that tell us how the dice results constrain and/or mandate elements of that narration. Although I've never played it, I suspect that BitD is closer in this respect to MHRP/Cortex+ than to RM.
As per Baker's quote about mechanics - where he notes that they might do things other than their essential function - so RPG rules may call upon the cues to do further things - eg to represent the fiction in certain ways. But that is not fundamental to the nature of a cue as a cue, nor to the nature of a parameter for a rule as a parameter.
I struggle with the second of these quotes. I don't know what it means to say that the game phase space contains all possible narratives. That doesn't sound like literal mathematics, but I don't quite get it as metaphor either.
I mean, a typewriter doesn't contain all possible stories to be written in English, any more than a pen or a piece of chalk or a bit of rock (that might be used to scratch another, softer bit of rock) does. A typewriter is not even metaphorically a vessel for stories. It's a tool for creating instances of graphemes.
I am not a mathematician and only a very amateur logician; but I assume it is true that, given the rules of chess (that include the starting positions for the pieces, and the layout of the board) one can - in principle, at least - construct a space that contains all possible games of chess. I think this is also true for the
play of bridge. But I'm not sure that it is true for the
auction phase of bridge, because I'm not persuaded that there is a definable space of possible bidding conventions. And I'm pretty sure that it is not true for Pictionary, because I don't see how there is any definable space even of possible drawings of (one that always defeats my kids)
the FA cup - at least beyond the basic space of possible markings of the pen on the paper, which is not different from one clue to another - let alone a definable space of the the play of the game as generated by the interaction between clues, drawings, guesses, and changes to drawings.
And a RPG is less definable, in this respect, than bidding conventions in bridge or the play of Pictionary.
I think the first quote is true in the following sense: if the rules of the game are being followed, and those rules take various cues as inputs/parameters to the process of creating a shared fiction, then the shared fiction that results from the play of the game will be different from some arbitrary fiction not created via that process.
But I think the first quote is false in this alternative sense: it will not change the story (in narrow or broader sense) of a D&D game just to change the randomiser in D&D from rolled dice to chits drawn as a lottery (which I believe was how some Holmes boxes shipped?) or to a series of coin tosses that replicate the same odds (I've done this for a non-D&D boardgame, where me and my daughter had coins but no dice - it's frustrating because you can do 1d8 with a coin toss but then, if you're trying to simulate 1d6, you get annoyingly many results that you have to redo in what is already a cumbersome process). Yet that would be a change in the game artefact - a new set of cues.
There are interesting corner cases - AD&D is a bit wonky on its face and spacing rules, and I resolved this issue when GMing White Plume Mountain a week ago by the following utterly ad hoc process: I had drawn up a particular room on a bit of paper - plain paper, not lined or graph paper - including the 3 x 3 squares, and then I placed tokens for the PCs (a different colour for each) and then different, generic token for the ghouls they were fighting. The tokens are all old boardgame or similar tokens and so an utterly arbitrary size relative to my drawing, but the physical size of the token seemed to me near enough to what might be feasible for spacing of ghouls fighting with all their limbs against a couple of warriors wielding large-ish weapons - and so I used that physical size, ie
how many of my ghoul tokens will fit into these arbitrarily-drawn squares on my bit of paper - to resolve the issues of spacing and facing. Which turned out to matter quite a bit to the resolution of the fight!
So that's a case where an arbitrary/ad hoc feature of the cues was also given representational significance, and fed back directly into the fiction in a representational fashion,
even though no formal, express or even implicit rule of the game said it should do so!
But I don't see this as undermining the distinction between fiction and cues. If anything I see it as validating that distinction, because it is only by taking the distinction as a feature of my explanation that I can explain what happened and why it's a quirky corner case.
I'm not sure whether you see these two statements as complementary or contrary. I'm guessing the latter?
I think
@Ovinomancer's reply to this is one reasonable one: in what sense is it the same
character (as opposed to, perhaps, the same game piece) when played by someone else relying simply on the cues?
But instead of getting into the identity criteria for
characters in RPGing, I want to think through some of the RPGs I know and play. Which ones have
So, thinking through some RPGs I know, which ones have character sheets that would enable another player to discern the important elements of what that character is in the story?
AD&D: only if
the important elements of who a character is in a story are confined to class, race and magic item functions as constrained by alignment. That's how Gygax seems to have seen it (see eg his PHB, pp 18, 106; and his DMG p 86) but that was not how AD&D was generally being played in my University club by the mid 90s. It was how we played White Plume Mountain a week ago, but shameless pawn stance seems not to be held in high regard these days!
4e D&D: the character sheet has more information than the AD&D one - at least in principle it might record the PC's quests. But it typically won't include the PC details/motivations that underlie those quests and give them a narrative/dramatic logic.
Rolemaster: this is a surprisingly nuanced case, given the general reputation of RM. When played in full skill list mode, the RM PC sheet is very "total" - practically everything the PC might do is documented on the sheet with an appropriate capability rating. And this tells you a surprising amount about the character, and drives subsequent play a certain way: eg a PC with +60 Amiability and +10 Lie Perception suggests a different personality from one with +10 Amiability, +70 Duping and +65 Lie Perception - and given the incentives to play to a PC's strengths, that difference is likely to be maintained in subsequent play even by a new player. But there will be aspects of character that are not captured: in particular, a key feature of RM play in melee combat and spell casting is the risk vs possible effect trade off, and while a character's state set the parameters for this it is the actual player decisions moment-to-moment that determine how much risk is taken. And that feature of a PC's play of a character, which is fairly important to how that PC is then realised in the fiction, is not encoded in any fashion on the PC sheet.
Prince Valiant: although the stats are much "slimmer" than Rolemaster it has some resemblance at a basic level. But the PC sheet doesn't tell us the social position/role of the PC beyond the very basic Fame rating, plus what might be inferred from an equipment list, and so this important aspect of a character's realisation in the fiction is not encoded on the sheet unless the player has made ad hoc notes.
Classic Traveller: although this superficially resembles RM or Prince Valiant, the PC sheet is much less "total" (eg many fields of human endeavour, like being friendly or being a manipulative liar, are not directly represented in the stat/skill system). So it actually gets closer to AD&D, I think.
Burning Wheel: a bit like Rolemaster, and in addition there are Beliefs, Instinct, traits, Relationships, and other character elements recorded on the sheet. But what ultimately drives the realisation of a BW character, in play, is how they respond in circumstances where those various elements come into conflict; and its off the essence of the game that this is not dictated by the mechanics but is for the player to choose. So different players playing the PC will produce different dramatic trajectories for the character.
MHRP: I think this is the game which should produce the most uniformity of realisation across multiple players, because so much of the PC's "story" role is represented on the sheet via their Distinctions, their powers and special abilities, their MIlestones, etc. Most Milestones do have some choices, and the 10 XP Milestone capstone always does (eg Captain America gets 10 XP either for creating a new branch of the Avengers, or stepping away from the team), so the uniformity will not be total. But just as serial comic books are meant to preserve broadly the same hero even over multiple, changing writers and artists, so the RPG tends to preserve the same PC over changing players. Perhaps ironically, though, very little of what is on the MHRP sheet
represents the character's fictional properties or trajectories. Rather, they are parameters that feed into resolution which - given those parameters plus the overall system processes - are apt to produce the fiction that is "proper"/"appropriate" for that hero.