gizmo33 said:
There seem to be three example play styles in the paragraph above, but the last two seem to be "simulationist" examples, in spite of my suspicion that you intended the last one to be narrative. Or at least it's "sim" based on what other folks are saying because the "reasoning" of the imaginary character is part of the raw material for the simulation.
Now what you've said here makes sense to me - if the reasoning is the reasoning of the imaginary character, then we seem to have primarily sim play. Whereas in narrativist play the key reasoning is that of the player.
gizmo33 said:
I understand the goals of a power-gamer, even if I'm not particularly entertained by playing that way.
Your remark about power-gaming is important, because it offers a way in to thinking about narrativist play. Power-gamers like to metagame (in a way that some sim-oriented players find objectionable) because they don't purely "live the character" but rather treat the character as a gamepiece whose performance has to be optimised.
For narrativist play, the PCs (and the rest of the gameworld) are also play pieces, so narrativism is often very metagamy compared to sim-style play. But the point of the pieces is to use them to make the thematic statement, not to use them to win a game.
That's why in some of my posts I've identified a mechanical (but not playstyle) affinity between gamism and narrativism - both sorts of play can be facilitated by mechanics that give players a degree of metagame control (in D&D powergaming, this traditionally has mostly been in character building, as I try to optimise my AC so I don't get hosed by the GM's die rolls, but in 4e it will also include action resolution mechanics as I try to deploy my suite of abilities in order to make sure the GM has no chance to roll genuinely threatening dice against me).
And certain mechanics can also hinder both gamist and narrativist play, For example, alignment mechanics have a well-established tendency to leap out and catch powergamers unaware - some people even use them as a deliberate device to try and beat such players into submission. And as my other posts on this thread have argued, alignment mechanics also hinder narrativist play, or at least such play aimed at addressing some fairly standard moral issues.
To return to the original example - a narrativist might well care about the reasoning of their PC (the imaginary person), but not for the simulationist reason of wanting to explore an internally coherent gameworld but rather because patterns of human reasoning might be part of the theme that the player is addressing. Maybe the game is one in which the players want to address the question of whether irrationality is more conducive to happiness than reason - the sort of theme that Lovecraft's stories address, perhaps.
And to have another go at illustrating by distinguishing - in Call of Cthulhu, played according to the rules as written, a player's capacity to address this theme is hindered because the roll of the San dice tell you whether or not rationality and happiness are at odds. The player is very much just along for the ride, rather than determining the outcome. So playing CoC is in many ways more like being very immersed in a novel or a film, than it is like actually creating one.
gizmo33 said:
It seems to me then it's the *motive* then rather than the actions that really determine where it all falls.
Pretty much - but actions can matter to.
gizmo33 said:
I suppose that's why various play styles could exist in harmony.
Sometimes, but it can be tricky.
For example, look at a game like TRoS, in which combat power improves if the combat is one which touches the goals or destiny of the PC (as specified by the player, and mechanically instantiated via the mechanic of Spiritual Attributes). This mechanic facilitates narrativist play, because it allows the player to use the PC to express thematic points in game - the player gets to make a statement about what is worth killing for, by setting the parameters for those goals that will make his or her PC a killing machine.
But it is likely to irritate simulationists, because they will (rightly) complain that there is no ingame logic to the relationship between pursuing one's destiny and fighting better. Now some simulationist somewhere might start to argue about adrenalin and the power of positive thinking and whatnot, but this wouldn't work - because it is always going to be possible for the player to set a destiny of which the PC is ignorant (and thus part of the thematic point might be made by the PC only recognising, in hindsight, what had been worth killing for - a type of Macbeth thematic idea) and thus thwart that simulationist explanation.
The conflict between gamists and simulationists is well-known - just look at any "anti-munchkin" thread. 3E, with so many gamist friendly features, especially in character build options, produces this conflict all the time, and 4e will increase it because the full-blooded gamism will migrate into action resolution also.
Gamists and narrativists can also come into conflict, mostly in the following way: for gamists, the point of the game is to win (at its crudest, "If your numbers are getting bigger you're having more fun") - and thus, they treat play as a means to earn rewards (XP for overcoming challenges, in D&D). For narrativists, on the other hand, the point of the game is to make a statement in play, and thus narrativists tend to treat the rewards in the game system as a tool for shaping play (eg if my PC pursues his or her goal I earn points which I use to increase my PC's capacity to pursue that goal, thereyb earning points, thereby increasing my narrative control, ...). There is quite a potential for these two different approaches to bump into one another - the gamist treating play as a means to the end of rewards, whereas the narrativist seeing rewards as a means to the end of play.
This is why Skeptic is skeptical about my theory that 4e might be narrativist-friendly: it's reward system (if it is similar to 3E) isn't quite set up in the right way to facilitate narrativist play, whereas it is very well adapted to gamist play. The thought then goes that the 4e mechanics will push play in a direction where the easy gamism squashes any incipient narrativism that might try to emerge but has to do so in spite of the reward mechanics.
gizmo33 said:
I can't image why an RPG would appeal to someone who wants to do what you're saying. I can see why and how you'd do this sort of thing with a novel/poem/etc. But I'm so locked into the "DM says 'here's what you see'" and "Player says 'here's what I do'" - that how this basic structure does what more tightly controlled creative expressions (like novel writing) escapes me.
Most mainstream narrativist roleplaying has the basic structure you're describing - see Lost Soul's orphanage example above, for instance. The difference is that when the group is playing narrativist, the GM has something different in mind in saying "Here's what you see" (namely, establishing a set-up in which the thematic premise can be addressed) and the player has a different reason for the way in which s/he responds to the GM (ie s/he will call actions for his or her PC which, for the people at the table - not the imaginary people in the gameworld - constitute an addressing of the premise).
More fancy narrativist play (ie non-vanilla narrativism) gives the players mechanics so they can have some say over aspects of the gameworld other than their PCs - thus they can help set the stage for premise-addressing, if you like (very metagamy by simulationsist standards). But that's not essential.
I should add, that all this theoretical language can make narrativist play look more esoteric than it is. And I suspect that a lot of mainstream narrativist play has plenty of simulation going on as a supporting chassis. In particular, the player's exploration of the gameworld, and their degree of identification with their PCs, may be part of the "artistic medium" whereby statements about theme are able to be produced - the statements presupose a degree of emotional identification with certain elements of the gameworld, which the sim play helps establish (to use two narrativist games as examples, this will probably be more typical of HeroQuest than of The Dying Earth). So the metagaminess, in play, doesn't necessarily have to be quite as stark as the theorising can make it seem - the theorising is just trying to hone in on the key distinguishing features of this style of play.
And you don't have to self-consciously sit down with your gaming group and ask "What premise shall we address in today's RPG session?" Often the thematic issue will be implicitly settled by the choice of game (eg The Dying Earth and HeroQuest both come with their premises more-or-less built in) or the way the players specify their characters. With reference to my own RM game, two of the PCs have as their background being part of a once-great but now-dimnished noble family, another is a former heavenly spirit who has been stripped of power and memory and cast to earth as punishment, and a fourth has turned his back on his merchant family's trade to seek a different path to glory. So straight away thematic content of loyalty, personal identity and so on is put into play. And it's not very hard to GM a fantasy RPG that allows the players, through the way they play their PCs and resolve the conflicts I (as GM) set up for them, to make thematic statements about those things.
Again, it's not going to win anyone a Nobel prize for literature, but it's a kind of fun way to spend a Sunday afternoon.