Should this be fixed

Oh totally JamesonC. It's all about what you and your group want out of a particular game. The real problem generally comes when there's some sort of disagreement on what people want out of the game. Particularly when that's not laid out on the table clearly.

I remember one group I played in where the first campaign the DM ran was pretty much along the lines of what you're talking about - first person immersive gaming. Then we switched campaigns to Shackled City and I made the mistake of shifting focus to a more story based perspective.

After all, we were playing an adventure path. From my perspective, the point of playing an adventure path is so that you have clear goals and a fairly high paced game. Instead, the DM continued to play in the original style and I was continually frustrated on how slowly things were progressing. From my POV, the journey wasn't the focus, but achieving goals and seeing the unfolding storyline. From his POV, the focus hadn't changed at all - it was still the same style as the original campaign.

I actually wound up quitting the group, despite a very good DM, simply because my goals in play were just so divergent from what the group wanted.

I think, had I sat down at the outset and laid all this on the table, I could have saved myself a whole pile of frustration.
 

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Yeah. Really, that's a pretty important thing I've recently discovered. Although, really, it's just as important for players to talk over the type of play they are expecting. The whole "CN rogue in a good party" or "paladin in a party of mercs" cause more problems for me than anything else. Funny how relevant it is to the original topic.

On that note, sorry, Elf Witch, for the huge hijacking. I hope some of this has been interesting, if not helpful.
 

In a Narativist game, immersion in the sense of "I want to act like my assumed persona is really there and that is the primary consideration" tends to get in the way of things.

<snip>

Obviously since the players are frequently in, what I believe is called, author stance in a Nar game, first person immersion is going to fall by the wayside.
I think that's probably right as a general rule, although there are subtleties.

First, some definitions:

In Actor stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have.

In Author stance, a person determines a character's decisions and actions based on the real person's priorities, then retroactively "motivates" the character to perform them. (Without that second, retroactive step, this is fairly called Pawn stance.)​

Most RPGs use author stance for PC generation, because there is at that stage no PC to be played. Classic Traveller and Runequest are possible exceptions - and I'm sure there are some others - where character generation can be experienced as a part of play, where I'm "being my guy" and resolving my guy's history. But generally, in choosing stats, race, class, feats, starting equipment etc I'm not immersing in my PC - I'm authoring him/her from an external perspective. (And even in Traveller, if I decide whether or not to try for re-enlistment based on a metagame estimation of the payoffs for me as player rather than ingame considerations as my emerging PC, I've left actor stance.)

Second, if a player makes decisions at the authoring stage that are intended to seed a certain theme, then it may be that playing from then on in actor stance will still produce the desired thematic payoff - simply by playing my PC's motivations and knowledge, I'll get to where I want to go.

In my experience, author stance is very common in all sorts of party play, whenever a player makes a decision about his/her PC's motivations and actions out of considerations of preserving party harmony and integrity. (A lot of the time when people say, Don't use roleplaying to excuse being a jerk, what they're actually urging is the adoption of author stance for this sort of purpose.)

A blog that LostSoul has linked to a few times (including in this thread?) is interesting on this issue of stance:

Players can have different roles in a roleplaying game. . . One type of player role is when the game requires a player to be an advocate for a single player character . . . this means that his task in playing the game is to express his character’s personality, interests and agenda for the benefit of himself and other players. This means that the player tells the others what his character does, thinks and feels, and he’s doing his job well if the picture he paints of the character is clear and powerful, easy to relate to. . .

Games without character advocacy can be tricky because traditionally game design has operated from the faulty assumption that all games involve an identical, overarching player role that only requires the player to “play the character”. . .

when you apply narration sharing to backstory authority, you require the player to both establish and resolve a conflict, which runs counter to the Czege principle. . . that it’s not exciting to play a roleplaying game if the rules require one player to both introduce and resolve a conflict. . .

instead of only having to worry about expressing his character and making decisions for him, the player is thrust into a position of authorship: he has to make decisions that are not predicated on the best interests of his character, but on the best interests of the story itself. . .

all but the most experimental narrativistic games run on a very simple and rewarding role distribution that relies heavily on both absolute backstory authority and character advocacy. . .

One of the players is a gamemaster whose job it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments (defined in narrativistic theory as moments of in-character action that carry weight as commentary on the game’s premise) by introducing complications. . . The rest of the players each have their own characters to play. They play their characters according to the advocacy role: the important part is that they naturally allow the character’s interests to come through based on what they imagine of the character’s nature and background. . . once the players have established concrete characters, situations and backstory in whatever manner a given game ascribes, the GM starts framing scenes for the player characters. Each scene is an interesting situation . . . that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character. This in turn leads to consequences as determined by the game’s rules. Story is an outcome of the process as choices lead to consequences which lead to further choices, until all outstanding issues have been resolved . . . The player’s task in these games is simple advocacy, which is not difficult once you have a firm character. (Chargen is a key consideration in these games . . .) . . . The GM might have more difficulty, as he needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences).

These games . . . form a very discrete family of games wherein many techniques are interchangeable between the games. The most important common trait these games share is the GM authority over backstory and dramatic coordination . . . this underlying fundamental structure is undermined by undiscretionary use of narrative sharing . . . fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character . . . And it works, but only as long as you do not require the player to take part in determining the backstory and moments of choice. If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character, not ask the player whether he’s OK with it – asking him is the same as telling him to stop considering the scene in terms of what his character wants and requiring him to take an objective stance on what is “best for the story”. Consensus is a poor tool in driving excitement, a roleplaying game does not have teeth if you stop to ask the other players if it’s OK to actually challenge their characters.​

I think that this is right, and that author stance, in standard narrativist play, is typically going to focus on "What would it be cool for my character to do (or be)?" rather than on broader considerations of "What would be cool for the story?"

Which relates back to another point that has come up in this thread - the sort of play I've been talking about has nothing to do with not imposing consequences for PC acts, or of seeking player permission to impose consequences. But it is about making sure that those consequences will lead to further choices that drive the game forward. (My discussion upthread of how I should proceed with my dwarf PC's behemoth-squashed followers is a real-time working of how a GM thinks about consequences in this sort of play. But it's not the job of the player to think about his/her PC's actions in that sort of way.)
 

OK, here I don't see where this is any different than simulationist play.
Me neither. Playing the dwarf naturally, as the dwarf he is, and this stuff will come up.
The differences, as I see it, are (i) the rationale for the constraints imposed on PC backstories - ie the mutually understood reason for requiring a loyalty (namely, that in the course of play that loyalty will be tested) - (ii) the way that the backstories are going to be brought into play (as I discussed upthread), and (iii) the context for the player of responding to those situations in which the backstory is brought into play (ie that the GM is not going to "gotcha" the player - which is important, for example, in my consideration, also discussed upthread, of exactly how to proceed from the fact that the dwarf PC had his former-tormentors-now-followers squashed by a behemoth).
 

When I play Story Now games, I think: "What would my character do?" The answer is usually full of theme, because that's how I built him, and that's the situation the GM has put him into.

The big difference with Step On Up play is that I often make decisions that I know will be mechanically poor ones, but those decisions fit with the theme that I built into the character; the choices I make reflect the desperation of the character, and the other players applaud me for it.

The big difference with Right To Dream play is that I don't have any care for pre-conceived notions about what a similar character in the same genre/setting/world is supposed to do in that situation, and the other players applaud me for it.

I play my character full-out, consequences be damned.

That tends to end in short campaigns full of dead PCs - often at the hands of other PCs.

I consider that a very satisfying end.
 

The differences, as I see it, are (i) the rationale for the constraints imposed on PC backstories - ie the mutually understood reason for requiring a loyalty (namely, that in the course of play that loyalty will be tested) - (ii) the way that the backstories are going to be brought into play (as I discussed upthread), and (iii) the context for the player of responding to those situations in which the backstory is brought into play (ie that the GM is not going to "gotcha" the player - which is important, for example, in my consideration, also discussed upthread, of exactly how to proceed from the fact that the dwarf PC had his former-tormentors-now-followers squashed by a behemoth).

Sorry, I'm still not seeing the difference. Unless, of course, your the GM is not going to "gotcha" the player delimits the natural consequences that flow from player choices, in which case that is not a difference I would support.

[MENTION=386]LostSoul[/MENTION]: I don't see the problem with any of the things you describe within a typical sandbox-style campaign setting, assuming simulationist principles, where the game is designed to use broad-based (rather than knife-edge) balancing. I guess what I am saying is that, IME, normal campaign play includes all of the elements you describe. Indeed, if would be extremely odd if it did not.


RC
 

When I play Story Now games, I think: "What would my character do?" The answer is usually full of theme, because that's how I built him, and that's the situation the GM has put him into.

The big difference with Step On Up play is that I often make decisions that I know will be mechanically poor ones, but those decisions fit with the theme that I built into the character; the choices I make reflect the desperation of the character, and the other players applaud me for it.

The big difference with Right To Dream play is that I don't have any care for pre-conceived notions about what a similar character in the same genre/setting/world is supposed to do in that situation, and the other players applaud me for it.

I play my character full-out, consequences be damned.
Nice post. My game is definitely less hardcore than what you describe here.

Subject to that qualification, the first and third paragraphs reflect my experience (and, more often, what I see from my players).

The second paragraph is interesting. Some of the examples of play I posted upthread involved "mecanically suboptimal" choices - eg letting oneself be beaten senseless by a demon - but otherIs are mechanically neutral - eg the way the dwarf responds when he has the chance to get one up on his former tormentors. And getting addicted to a trance-inducing drug is both mechanically optimal (early on, when it gets back spell points faster) and mechanically suboptimal (later on, when the PC runs out of money and starts suffering the withdrawal consequences).

So I don't see any consistent pattern here in my own games.
 

Yeah. Really, that's a pretty important thing I've recently discovered. Although, really, it's just as important for players to talk over the type of play they are expecting. The whole "CN rogue in a good party" or "paladin in a party of mercs" cause more problems for me than anything else. Funny how relevant it is to the original topic.

On that note, sorry, Elf Witch, for the huge hijacking. I hope some of this has been interesting, if not helpful.

No problem I have found the conversation interesting, glad our little issue sparked some good conversation.
 

Sorry, I'm still not seeing the difference. Unless, of course, your the GM is not going to "gotcha" the player delimits the natural consequences that flow from player choices
When I said "the GM is not going to 'gotcha' the player", I glossed it with a reference to my discussion upthread of the considerations that I think are relevant to working out the downstream consequences of the dwarf PC in my game having led his former-tormentors-now-followers to an unhappy squashing-by-behemoth. What I am talking about here, and what that gloss was meant to indicate, is the relevance, for a narrativist/thematically-driven playstyle, of parameters on the determination of consequences other than "what would naturally flow". (Where "naturally" might be understood as "naturally, given ingame causality and logic" or "naturally, given the genre" - not that these need be mutually exclusive ways of reasoning.)

Glossing the gloss: I'm not sure, in a simulationist game, how a GM would decide whether or not one of the squashed NPCs, despite being a former tormentor, had also been responsible for saving the lives of the PC's family. Perhaps a die roll would be used to do the job. Or maybe it would be deemed so improbable that the possibility is disregarded.

In the sort of game I play, though, I will make that decision based on my best attempt to drive the game forward without negating or invalidating the player's engagements and decisions to date - which includes, in this case, a consideration of how fair or appropriate it is to turn something that the player treated in a rather light-hearted or humorous fashion into something much heavier and more serious.

This is what I take Laws to be talking about (in a quote I reproduced way upthread) when he talks about challenging the PCs so that the players will in turn challenge you. It is also part of what I take to be in the mind of the author of the blog I quoted a few posts up when he talks about experience helping a GM determine consequences - because if I stuff this up, then instead of choices producing consequences producing choices etc, I'll risk getting player withdrawal and turtling instead.

that is not a difference I would support.
I'm not sure I follow this. Are you saying that you don't think I have identified a relevant difference between simulationist and narrativist play styles? Or that you don't/wouldn't enjoy narrativist play? Or that narrativist play is mistaken or misguided in some fashion? Or something else?
 
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Glossing the gloss: I'm not sure, in a simulationist game, how a GM would decide whether or not one of the squashed NPCs, despite being a former tormentor, had also been responsible for saving the lives of the PC's family. Perhaps a die roll would be used to do the job. Or maybe it would be deemed so improbable that the possibility is disregarded.

Or, perhaps, if it made sense, it would be so. See The Shaman's many postings about how he uses random encounters to simulate the common trope of coincidence within a genre framework.

I'm not sure I follow this. Are you saying that you don't think I have identified a relevant difference between simulationist and narrativist play styles? Or that you don't/wouldn't enjoy narrativist play? Or that narrativist play is mistaken or misguided in some fashion? Or something else?

If you had meant that the difference was that your the GM is not going to "gotcha" the player delimits the natural consequences that flow from player choices, I would not enjoy that, no. Nor would I recommend any course that delimits the natural consequences that flow from player choices, as I believe doing so reduces the meaningfulness of those choices.

OTOH, I don't think you have identified a relevant difference between simulationist and narrativist playstyles here, either.



RC
 

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