D&D General Supposing D&D is gamist, what does that mean?

@Thomas Shey fair points, and I'm not arguing that these can always harmonised to everyone's satisfaction. (I mean that is obvious!) It just is my experience that majority of people do not actually care for the extreme ends (like super high fidelity sim) and actually prefer somewhat weaker forms (like simmish) that are easier to mix.
 

log in or register to remove this ad

Yeah, I think I get what you mean. When I started to make my current gaming world, whilst it is rather atypical D&D world (for example by not being medieval or renaissance) I still very much designed it as a D&D world, in a sense that I chose the themes as well as material and social conditions so that typical "D&Dish" adventures make sense. And as I like low-key sim, I also tried to marry the game elements to the setting so that they actually represent things that exist in the fiction. Like many classes actually are recognised things in the setting, different types of magic have defined metaphysical sources and stuff like that.

This was more about reward structures baked into the game system. I'll present a simple one (that as far as I know, I may well have been the first person to ever do back in the day) character disadvantages that provide a gamist reward.

Superheroes have a number of tropes associated with them; they usually have strong personalities with distinct drives, they tend to accumulate ongoing enemies early, and they tend to have associates that are occasionally useful and often a hindrance.

Its easy for a hardcore gamist to avoid doing any of those; to be entirely utilitarian within the context of what they're doing, to try and make sure no enemies recur, and to keep themselves isolated by personal contacts that can be used against them (you see the latter all the time in the infamous rootless-orphan PCs that show up in a lot of games).

But all that is pretty much not something you see in that genre ever (even Iron Age heroes who kill everyone who looks at them bad manage to accumulate some degree of ongoing enemies often). So what I did was set up Disadvantages; things that were going to impair your function in some circumstances (some were non-social/psychological things like unusual physical vulnerabilities, too) but gave you a reward in more character build resource.

It wasn't a perfect solution (Disadvantage systems require players to be honest dealers who, if they take a disadvantage will actually acknowledge it and not go to too many backflips to work around it, and more modern designs argue that an ongoing reward (usually metacurrency) when triggered is better than one and done upfront award) but it generally served to get characters constructed who looked reasonably like the kind you saw in the sourceworks.
 

@Thomas Shey fair points, and I'm not arguing that these can always harmonised to everyone's satisfaction. (I mean that is obvious!) It just is my experience that majority of people do not actually care for the extreme ends (like super high fidelity sim) and actually prefer somewhat weaker forms (like simmish) that are easier to mix.

I wouldn't argue that at all. I'll note I haven't seen personally an example of extreme Sim or Gamism in decades at this point, and it doesn't look like I've seen one for Dramatism either (though its a little harder to tell that one from a distance).
 

@Thomas Shey fair points, and I'm not arguing that these can always harmonised to everyone's satisfaction. (I mean that is obvious!) It just is my experience that majority of people do not actually care for the extreme ends (like super high fidelity sim) and actually prefer somewhat weaker forms (like simmish) that are easier to mix.

My own hypothesis based on personal experience is that the mainstream part of the hobby generally consists of people who have a strong affinity for High Concept / Dramatism play. Fidelity to story, character concept and setting tends to almost always win out over other concerns. Most of the conflicts I see at traditional tables are the sort of conflicts that are internal to that space. This is what Robin Laws' Player Types are really aimed at - not overall differences of agenda, but minor differences within the same agenda.
 

I think this, in truth, is the error that forced him to lump these two together. They have some similarities (my approach expects there to be similarities between any pair of game-purposes one might wish to examine), but because he could not so stridently claim that C&E is incompatible with G&S, he was forced to conclude they had to be the same, and that false dichotomy (either they are mutually exclusive or they are one unit) weakens the theory.
Here is Edwards on the relationship between purist-for-system and high-concept simulationism:

At first glance, these games might look like additions to or specifications of the Purist for System design, mainly through plugging in a fixed Setting. However, I think that impression isn't accurate, and that the five elements are very differently related. The formula starts with one of Character, Situation, or Setting, with lots of Color, then the other two (Character, Situation, or Setting, whichever weren't in first place), with System being last in priority.​

Edwards does not conclude that they are "the same" or "the one unit". He explains how they are different.

What they have in common is that both seek to heighten "exploration" of one or the other elements of RPGing: purist-for-system heightens exploration of system (ie the method by which we work out what happens next - what you call "being faithful to reason and consequences"), whereas high concept heightens exploration of situation, character and/or setting.
 
Last edited:

I've bundled these together, as I think they are related comments/questions that I think invite an integrated response.

In the interests of some (not maximal!) brevity,

I'm also going to build on my post just upthread about The Dying Earth, which includes quotes from Ron Edwards. And to get it into the same discussion-space, I'm going to post another quote here which I think I already mentioned upthread:

In Simulationist play, morality cannot be imposed by the player or, except as the representative of the imagined world, by the GM. Theme is already part of the cosmos; it's not produced by metagame decisions. Morality, when it's involved, is "how it is" in the game-world, and even its shifts occur along defined, engine-driven parameters. The GM and players buy into this framework in order to play at all.​

The essence of "story now" play, as presented by Edwards, is the participants, and in particular the players, expressing judgments. What is the subject matter of the judgements? @EzekielRaiden has used the concepts of "issue" and "value". Edwards talks about "premise", by which he means an "engaging issue or problematic feature of human existence". These are not presented as definitions in the mathematician's sense. They are attempts to use natural language to capture the difference between (say) a diagram and a painting (of the sort one might see in a gallery or museum), or a mannequin and a sculpture, or even (perhaps more subtly) a script and a performance.

A painting isn't just a visual representation of a thing - it conveys something the artist thought about the thing. A sculpture isn't just a model of a person - it convey something the sculptor thought about the person. A performance isn't just an oral presentation of a script - it conveys something that the actor(s) thought was worthwhile or interesting or challenging within or about the script.

RPGing has a certain standard form (which is why I've not responded to @clearstream's question about Thousand Year Old Vampire - I don't think we get clear accounts of play by beginning with borderline examples of the activity): at a given moment of play, some participants (most typically, one participant) is managing the setting and backstory and drawing on that to frame a situation; the rest of the participants (most typically, a single digit number greater than one: one-on-one games aren't deviant, but I don't think they're typical either) are managing characters within that situation.

All the participants create fiction: You see a doorway, the other side of it too shadowy to make anything out. I walk up to it and stick my torch through - what do I see? So we don't draw any distinction between RPGs by talking about "player authorship" or "player control over the fiction". Because that's ubiquitous.

Story now RPGing involves creating the fiction in such a way as to invite the players to manifest their own judgements or responses, in something like the way other creators/performers (painters, sculptors, actors, novelists, etc) do, by way of their RPG play at the table in the moment. At this level of description, that's it. But of course the devil is in the detail: how does one set up the activity of RPGing so as to make this happen, reliably and as a key focus of play?

This is where dramatic needs come in: that is one - character-based - recipe for achieving "story now" play as just described. The players create PCs with dramatic needs. The GM frames situations which put those dramatic needs at stake. The players declare actions to try and resolve those dramatic needs. And because there is no "morality" or evaluation or judgement built into the system as and input or constraint (hence my remarks upthread about alignment; and see Edwards contrast of Pendragon and GURPS with The Riddle of Steel) the players can't look to the system to tell them what actions to declare: they have to choose. And because the action resolution is open (see my posts upthread about that, including the one contrasting "open-ness" with a more typical notion of what would or wouldn't count as railroading) the choice matters - it can shape what comes next. And the GM is expected to respond to that choice, and how it unfolds (via the mechanics) in framing the next situation. (This is what Vincent Baker, in Apocalypse World, labels "moves snowball".)

So the player-expressed judgement is in the action declarations made in response to dramatic need.

The above is not the only way to have "story now" play, but I think it is the most common. At the level of technique, Wuthering Heights and Apocalypse World and Burning Wheel are all quite different RPGs; and TRoS is closer to BW but still different in its detail; but in the basic structure of their play I think they are all like the above. I don't know BitD very well but I think it is similar too at this level of description.

The Dying Earth is not character-driven in the same way. Characters matter - they have to, because they are the vehicle that most of the participants are using to engage in the gameplay - but as the rulebook notes, and as @AbdulAlhzared has pointed out, they are basically all the same and their "dramatic needs" don't extend beyond a list of temptations (gluttony, indolence, etc). The recipe this game uses to achieve "story now" play is to have the GM frame situations in a certain particular fashion. Here Edwards quotes from the rulebook and then comments:

When creating an adventure, dream up a bizarre rule or activity on which a community's existence depends. Figure out at least one way in which the PCs could wreak havoc on the community by disrupting the activity or subverting the rule.​
Then create a reason for the PCs to do so ... [actually, the entire character creation process for this game takes care of this detail - RE]​

So the players' action declarations don't carry the same thematic weight as in (say) AW or BW. But the player is having to make decisions about how to engage with the absurd and cynical world of the Dying Earth, and is looking for - and trying to create - opportunities to pronounce their taglines. And so a type of judgement - satirical, cynical, ironic, absurdist - is being manifested by the player in play, and that's the point. It's where the "fun" is.

Edwards also characterises Prince Valiant as situation-driven narrativism, but based on my play experience I think it's a bit different from the Dying Earth. Obviously the genre is different - the situations are typically ones that invite response from knights errant - but also, because there are not personality mechanics and nor are the persuasion mechanics as strong as in The Dying Earth, players have a bit more expressive control over and investment in their PCs. And so dramatic needs loom a bit larger, within the genre confines of Arthurian romance. My group regards it as a type of Burning Wheel-lite.

Setting-based "story now" is also a different way of achieving the play goal of players expressing judgements in play. Rather than dramatic needs of individual characters, the invitation to player judgement and response is "externalised" into a setting in which there are conflicts, trajectories, relationships, etc. In his "setting dissection" essay that I linked to upthread, suggests that the core of this approach is to choose a setting that is situation rich, and then build the PCs within that setting and load them up with relationships, obligations etc that all reinforce the sense of being part of the setting. And then begin play with a trigger event that destabilises the setting in some fashion: a political vacuum, a religious upheaval, an economic collaps, etc, relying on the characters' relationships and networks within the setting, and the conflicts these engender - rather than their dramatic needs as such - to drive play. The upshot won't necessarily be characters that are transformed (as one would expect in character-driven story now play) but rather a setting that is transformed.

Edwards nominates HeroWars/Quest - Robin Laws's game, first published in 2000, and aimed at playing in Glorantha - as an example. (RQ is the original Glorantha game, but in play tends to produce either process-sim or high-concept sim play - it doesn't particularly support setting-focused story now, and while it could be drifted that way there is no real framework beyond GM decision-making to feed the setting directly into the PCs and action resolution, or to generate changes in the setting based on what the players have their PCs do. HeroWars/Quest does have a framework for both these things.) I would also nominate 4e D&D, with its default setting, as a pretty good vehicle for mechanically heavy and thematically fairly light setting-based story now. The characters are rich, but their goals and dramatic needs are "external" and linked to the setting and its cosmological conflicts. So they won't necessarily change, but they will change the setting in ways that reflect and respond to their position within it, and that can't be known in advance of play.

Having said all the above, here are some signs that play is not story now:

* The players' actions that they declare for their PCs don't change the setting in any significant way, but leave it largely untouched unchanged and/or reaffirm its status quo (a lot of FR play looks like this to me; there are various ways of doing this, including limiting PC capabilities relative to the gameworld, or the GM using deus-ex-machina techniques to ensure PC failures (or successes) don't engender dramatic change, or framing situations that simply don't matter relative to the larger setting);​
* The GM established the characters' dramatic needs, via an in-media-res plot hook or via a quest-giver, with the players' focus therefore being on "how to we achieve the goal the GM has set for us" rather than on expressing judgement by acting on dramatic needs in the sort of open fashion I've described (most post-1984 module-based play looks like this, on the surface at least);​
* There are a lot of social cues or signals or pressures, or there are overt directives in the rules of the game itself, that dictate answers or responses to questions of value that the fiction of the game might generate (alignment and associated notions are the poster child for this, and even when the rulebook says alignment doesn't matter its clear that their are social pressures at work at many D&D tables; and there are many non-alignment-related social pressures that can operate here too, like pressures to make choices or declare actions that will reinforce the cohesion of the party/team, that will follow up on the material the GM is presenting, etc).​

It's fairly easy to avoid these, but it does require a different orientation towards setting, prep, etc than what I typically see discussed on these boards in the context of the play of D&D or similar "mainstream" RPGs.

Thank you for the thorough response, (the brevity part could still use some work ;) ) albeit I am afraid that, whilst I feel I at least somewhat understand the point you're trying to make on theoretical level, how it manifests in practical application yet remains at least partly clouded in mystery.

Could you give some practical example of what these 'judgements' look like in play. What sort of action declaration and following change in the fiction constitutes as such?

Secondly, certainly you recognise that the player freedom to make such 'judgements' is a spectrum? Like I tried to illustrate in my earlier post, there are always some constraint, and even if we would imagine some platonic state of freedom in which that was no the case, it is still a spectrum between that an zero freedom.

And thirdly, I find the conflation of fixed morality with simulationism hella weird.
 

Here is Edwards on the relationship between purist-for-system and high-concept simulationism:

At first glance, these games might look like additions to or specifications of the Purist for System design, mainly through plugging in a fixed Setting. However, I think that impression isn't accurate, and that the five elements are very differently related. The formula starts with one of Character, Situation, or Setting, with lots of Color, then the other two (Character, Situation, or Setting, whichever weren't in first place), with System being last in priority.​

Edwards does not conclude that they are "the same" or "the one unit". He explains how they are different.

What they have in common is that both seek to heighten "exploration" of one or the other elements of RPGing: purist-for-system heightens exploration of system (ie the method by which we work out what happens next - what you call "being faithful to reason and consequences), whereas high concept heightens exploration of situation, character and/or setting.
Okay. I consider that difference worthy of actually having its own name, rather than (as it seems to me) pretending that they're really the same thing just with a different metaphorical camera angle. Insisting that they're both actually Simulation, just with a different focus elides out a lot of really important differences in how one designs such things.

I see "exploration" in this context as being, in truth, a language issue. We use the same word--"explore"--to refer both to the act of investigating, as in performing analytic observation upon things particularly in a systematic way, and to refer to the act of immersing, as in faithfully portraying a thematic concept generally with the goal of increased appreciation or satisfaction. It is a quirk of English that we happen to use the same word for such distinct things, in the same way that it is a quirk of English that we use one word ("love") to refer to a vast swathe of distinct relationships (focusing on the highest-level, most succinct tier of abstraction). Comparing that, then, to the ancient Greek perception where there were many distinct words that all had some relationship to each other but were actually different things. Neither approach is absolutely preferable (I, personally, prefer the English lump-it-all-together method better for "love" but worse for "explore," but that is just me, I don't expect anyone else to agree.)
 

Here I believe Edwards is not ruling out D for Drama. He's ruling it in.
Drama resolution is not the same as "just deciding".

Edwards says this about the use of Drama resolution in "story now" play, and it seems quite consistent with what @Manbearcat posted:

Frankly, un-structured Drama turns out to be ill-suited to Narrativist play. It's clear why people turn to it so consistently; years of suffering through task-resolution systems that fail to resolve conflict, with the attendant Simulationist creep of rules-revisions during the 1980s, is enough to put any aspirant Narrativist off of "rules" and "systems."​

I think that Manbearcat's notion of "system's say" sits in the same general conceptual neighbourhood as Edwards's "structured" as opposed to "unstructured" drama.

In Torchbearer, there is drama resolution: the fortune mechanic for resolving a conflict tells us that a compromise is required, but there is then talking among the participants to work out exactly what that means. In Prince Valiant, as Edwards points out, there is drama resolution:

a certificate in Prince Valiant may be redeemed (lost) for a player to state that the character instantly subdues an opponent. The mechanic replaces the usual resolution system (comparing tossed coins), which is simply ignored. This illustrates a Drama metagame mechanic replacing a Fortune baseline mechanic and relying on an irreplaceable Resource.​

This is all "structured" drama resolution.

We have two characters C1 and C2 in worlds W1 and W2. C1 has a prior commitment to "never harm innocents" or something like that*, in tension with their duty to "protect the points of light". C2 lacks the first prior commitment**.

In W1, C1 had to decide what way to resolve the conflict. Okay, they spare the kobolds. The piper to be paid is likely some problem now or down the line with protecting the points of light, their order, whatever. It's fundamentally who they are and what they want. [EDIT If we forget about the kobolds - they're spared, character dusts hands and moves on - then we give up one opportunity for that decision to have impact in our story. If we ensure that the survival of the kobolds means something - has ongoing consequences - then it can.]

In W2, C2 decides to spare the kobolds. They lacked a prior commitment but nothing prevents them learning something about themselves and that being true going forward. They realise that protecting points of light is not as important to them as their newfound awareness that they cannot bring themselves to harm innocents. This is a golden opportunity for the piper to play a tune. It's fundamentally about who they will become and hereon what they will want.
W2 is more interesting to me than W1. Suppose a character is LG. They've thought about the L part, but not the G. I moot that making a discovery about what it is to be good, and that going on to produce conflicts should also count. As it feeds in to future Nows. Character commitments have to originate at some point in time. The location of that point in time is never Now. Discovering a commitment that will go on to feed into conflict should count, or you need to say that S-N is disapplied to all points in the game where characters discover new commitments. Discovering new commitments isn't S-N, is where you land.

What I'm suggesting in W2 that it is as much a part of S-N play to discover (decide, introduce, whatever) commitments, as it is to test them.

Either way W1 alone is sufficient to make the case I was making.
What you're describing here seems like straight-down-the-line simulationist play. The player makes a decision. The system - either a mechanical process, or a process of GM decision-making consistent with the game's theme, genre, setting, etc - determines a consequence. (What you call paying the piper.)

These examples don't tell us anything about story now RPGing, as far as I can see.
 

The expansive setting they spend millions to depict and the countless fans obsess over is not a significant point of the show? People treat this stuff basically like a religion, latching on every detail! If this is not about "enjoying the setting for its own right" then literally nothing in the history of humanity never was or never will be.
This is an important point in the context of RPGing.

Gygax invented Vancian casting, the classes of D&D, the spells and their levels, etc essentially to suit gameplay purposes. But there is a whole host of RPGers who "reify" it and treat these as setting elements of significance in themselves. And so we get gameplay which has the goal of exemplifying, emulating, revelling in, etc these D&D tropes for their own sake. Play drifts from Gamist to a type of High Concept Sim.

The Star Trek fans who are obsessed by the setting get upset when writers invent new nonsense to meet their plot demands. D&D players think that being a wizard, in the fiction, is characterised by having daily resources and so classify 4e fighters as "martial" wizards.

This sort of thing illustrates the conflict between agendas.
 

And so we get gameplay which has the goal of exemplifying, emulating, revelling in, etc these D&D tropes for their own sake. Play drifts from Gamist to a type of High Concept Sim.
Interesting. I would generally have said the drift goes toward "purist-for-system"/"process" Sim. That is, these things are taken as being a necessary/axiomatic property of existence, and other attributes or characteristics are logically derived from them. The rules treated as a procedure for gaining further knowledge about the world.

Not saying that what you describe doesn't happen. It totally does. What was merely a convention for utility can indeed have people (as you say) "reify" it into a genre all of its own, a thematic concept to be exemplified and revelled in. (These are excellent words, incidentally, for the difference between what I call "Simulation" and "Emulation." Simulation does not "revel in" or "exemplify" anything; the world simply is what it is, and play proceeds by figuring out "what it is." Emulation, by contrast, is all about exemplifying and revelling in; that's the point, pure and simple. Well, relatively pure and simple, anyway.)
 

Remove ads

Top