Raven Crowking
First Post
Raduin711 said:Edit: On second thought, I don't want to get involved in this argument.
I admit it; you are wiser than I am.

RC
Raduin711 said:Edit: On second thought, I don't want to get involved in this argument.
Celebrim said:It isn't necessary to lack a consensual definition of 'bad means' in order to explore the thematic question, 'Do the ends justify the means?'. In fact, one could argue that without some working definition of what consituted 'bad means', you are going to have a really hard time exploring that theme in any depth.
Celebrim said:The example that you describe actual can be twisted around to show that. In the 'simulationist' play you can think of the act of performing the evil act as asking the referee to give you a Dark Side point. It is just that we have consented before hand to the conditions which equate to asking for a Dark Side point based on some agreed upon standards. In doing the thing that earns the darkside point, the player is implicitly saying, "My character believes that at this moment the ends justify the means. It's worth it to do evil, in order to obtain the goal."
Celebrim said:It isn't necessary to lack a consensual definition of 'bad means' in order to explore the thematic question, 'Do the ends justify the means?'. In fact, one could argue that without some working definition of what consituted 'bad means', you are going to have a really hard time exploring that theme in any depth.
Raven Crowking said:Exactly so. Moreover, if the thematic question is "Does the end justify the means?" then dealing with the consequences is part of answering that question. The "dodge" of avoiding the Dark Side Point also dodges part of the theme. One could easily argue that the ability to avoid the consequences is actually damaging to your ability to explore the theme.
LostSoul said:Interesting point. I think (let me bold it... there) that the bolded bit is the important difference between sim and nar. We've agreed to standards before sitting down to play. In this example, those standards are what we see in the original 3 Star Wars movies.
As with Skeptic I also like these things in a game - indeed, they are part of my theory of how RM can facilitate narrativist play to a greater extent than RQ (a superficially similar purist-for-system game engine).ardoughter said:Well I am no expert either, but yes as far as I can tell you concerns are simulationist, in particular purist for system, in so far as I can tell you want the RAW to be the source of everything in the game world and a creature's stat block or a players character sheet is the full definition of the creatrue or character.
I've reread Ron Edwards articles many times since I first discovered them a couple of years ago. It's only over time that they've really started to make sense to me, as I reflect on my own gaming experiences and also see how some of the ideas play out in message board threads (like this one, and also on the ICE boards - posting any remotely narrativist or gamist ideas there very quickly reveals how hardcore simulationists think!).ardoughter said:This is interesting and goes to the nub of the problem I have with GNS. I read a lot of the background articles a few years ago, but never got much out of it. I felt that the terms were not used consistiently. At first blush I would take the above to refer to a kind of simulation, though now that you mention it, I can see how other interpretations can be made.
LostSoul said:I didn't mean to say that, in avoiding the DSP, the player was avoiding the consequences; I was trying to say that the player didn't think he deserved a DSP at all for what he did, because he did the right thing. Maybe I should have tried harder.![]()
In the two examples, "world" and "narrative" are co-denoting (and acting as synonyms for all intents and purposes, as far as I can see): they both refer to the gameworld elements that constitute the medium of exploration in the game.Raven Crowking said:OK, then. "Does the end justify the means?" is almost always going to be examined by looking at some unsavory means toward a desired end, right? Coping with the consequences is another important part of this theme.
<snip>
In general, a simulationist game attempts to make things fit the simulated "world". So. if the world included <snip example>.
In general, a narrativist game attempts to make things fit the unfolding "narrative". So, if the narrative included <snip identical example>.
The rules may determine how much control over the shared world you have, and how you are able to exercise that control, but they don't change the general means available to explore a theme.
There is some truth in this, but it also highlights a potential obstacle that some mechanics pose to narrativist play.Celebrim said:It's an exploration of what sort of game mechanics might be best used to implement a particular style of play, but it doesn't address in any fashion whether or not a style of play can or cannot explore a theme.
<snip>
In the 'simulationist' play you can think of the act of performing the evil act as asking the referee to give you a Dark Side point. It is just that we have consented before hand to the conditions which equate to asking for a Dark Side point based on some agreed upon standards.
<snip>
It isn't necessary to lack a consensual definition of 'bad means' in order to explore the thematic question, 'Do the ends justify the means?'. In fact, one could argue that without some working definition of what consituted 'bad means', you are going to have a really hard time exploring that theme in any depth.
Agreed. If, before play, we have already agree what counts as bad, then it is hard to see how we can meaningfully explore that in the game - at least, our initial consensus would have to be regarded as preliminary, and up for grabs as play unfolds.LostSoul said:I didn't mean to say that, in avoiding the DSP, the player was avoiding the consequences; I was trying to say that the player didn't think he deserved a DSP at all for what he did, because he did the right thing.
Assuming here that "standards" means "moral standards" then what you say is true, provided that the narrativist play is not intending to explore questions of right or wrong, but some other sort of theme (such as the inevitably of human corruption that I used as an example above).Celebrim said:You can have narrativist play with or without systematic standards. The presence or absence of standards doesn't bear directly on the goals of narrativist play
LostSoul said:I didn't get the same impression from the example RC posted; I thought he was saying that, as far as creating theme goes, there is no difference between sim and nar play. I think that in both types of play, you can create theme, but in narrativist play it's the point. I think that's what you're saying, too.
I am reading you correctly? How about you, RC - did I not get your example?