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Theory: Coming to the Table

pawsplay

Hero
An essay, expanding on a specific point from

http://www.enworld.org/forums/showthread.php?t=228449

about the "envelope of experience" with regard to specific play styles and practical applications of the theory.

And stuff.

***

The envelope of experience is an imaginary barrier that wraps around a person as they enter an imaginary world. While they are present in the imaginary world, there is a clear separation between story and reality. Story encompasses all those things which are constructed by the participants. Reality is everything persistent in the group that exists irrespective of the conventions of the game. While the idea of an "envelope" is trivial, it is important when remembering that people respond to characters that are not real, react to victory or defeat that is not real, and tell stories of events that are not real. The envelope of experience can be described as a metaphor for "as if." Inside the envelope, participants experience the story as if it were real. Players make decisions as if they were the characters, narrators describe events as if the imaginary world was a real place, and adjudicators resolve game play as if the game were a story of real events.

Inside the Envelope

Players are not so much "types" as they are whole persons. Role-playing is only one corner of their entire person, yet their entire person will necessarily affect their game. We ask several questions.

1. What imaginary experiences do they prefer?
2. What kinds of resolution do they prefer?
3. What kind of social interactions do they prefer?

Genre

Genre is basically the type of imaginary experiences one prefers. Fantasy can be genre; the fantasy genre has imaginary elements in common with literary and cinematic fantasy. Real life cops can be a genre; the imaginary experiences are those we imagine real life cops to have. Genre can also describe certain stylistic choices, like a stream-of-consciousness novel or improvisational theater. While RPGs are a specific medium, genre transcends RPGs and pertains to our schema for certain kinds of events. For instance, someone's beliefs about the combat efficacy of karate affects their understanding and appreciation of various genres. Genre includes various elements of style, tone, theme, and imagery.

Style, as in literature, can refer to how events are presented. For instance, in a high action game, the style is one where flamboyant moves are rewarded with victory and violence often solves problems. Characters in a high-action style might be rather two-dimensional. A novel has a diction style and a movie has a visual style and a dialog style. RPGs have specific style elements such as description (elaborate versus general), knowledge (fog of war versus cards on the table), narration (narration then resolution or resolution than narration, or "narration in the middle"), time (fluid versus simulated), and authorship (with an autocratic GM at one end of the spectrum and a jam session on the other).

Tone is a feeling or sensation. It is not a specific emotion, but the form or shape of excitement that is similar to an emotion. For instance, a game might be fast-moving and whimsical or full of intensity. But a fast-moving, whimsical game could be sad or tragic, and an intense game could be about a search for happiness. Tone describes the color or sound of the narrator's choices. Obviously, players have as much if not more control over the tone of a game as the GM. If a player chooses to have their character act out and behave in a zany way, that will profoundly affect the tone of a game.

Theme is the idea of a game. A modernist approach to theme might say something like, "This story embodies the tension between altruism and the desire to enjoy material success." A classical theme might be something like, "Pride goeth before the fall." That would be a moralistic theme. A post-modern theme might be textual, such as a character and their environment, or it might be deconstruction, exploring why we tell a certain kind of story. In general, a classical theme is most likely to be moralistic or an evocation of pathos, whereas a post-modern theme is most likely to be skeptical of reducing an idea to simple terms.

Examples of themes from a traditional dungeon crawl:
* "We kill things and take their stuff."
* "Symbolically, we attack representations of our inner dark nature, and in doing so, gain illumination and life energy, symbolized by wealth."
* "Why do we kill things and take their stuff?"
* "We play the game of killing things and taking their stuff because it amuses us."

Imagery is pictures, sounds, words, even specific expressions of feelings. The tragedy of death is an image, as is the ashen face of the mourner, or the sound of the wind, or the word, "Forever." Imagery can be symbolic, or it can be incidental. Imagery itself excites and engages the imagination.

Resolution

Resolution systems differ according to how they answer a question in game. A resolution system must be asked a question. Merely relating an event is narration. But if a player or GM narrates things as a way of asking and answering questions about what happens next, that is a resolution system.

Systems have limits. There is a hierarchy of preferred resolutions.
1. Best: Use the rules as written to produce an appropriate result.
2. Use the rules with minimal modifications to produce an appropriate result.
3. Generalize the rules to produce an appropriate result.
4. Invent a new rule to produce an appropriate result.
5. Invent a specific rule for this situation to produce an appropriate result.
6. Least desirable: Decide on an appropriate result through social interactions, resulting in no rule.

An example of a best result be if a character hits with an attack, the player rolls damage, and the resulting wounds are an acceptable resolution for that attack. An example of a least desirable resolution system would be a player stating, "If you do that to my character, I'm taking my books and going home."

Resolution systems can be general or specific, and they might be general about some things and specific about others.

Methods of resolution include:
1. Mechanical - a rule takes an inputted question and generates an output
2. Narrative - someone uses their authorial privilege to specify a story-appropriate result
3. Conventional - Social interactions are used to decide a result deemed appropriate to all participants.

An example of a mechanical resolution would be a skill check. An example of a narrative resolution would be the GM stating, "After several days of travel, you arrive in town." An example of a conventional resolution would be a group of players agreeing how a specific power should work in a given situation. A GM acting as a rules adjudicator or referee is also using a conventional mode of resolution.

Players may prefer some modes over others, or may prefer some modes for some kinds of decisions and other modes for different kinds of situations. For instance, an "old school" AD&D player might prefer a largely mechanical combat resolution system but a narrative resolution to talking encounters. These three modes should be considered three primary colors which can be mixed, not mutually exclusive categories. For instance, convention decides what rules to include in the first place, and a respect for a logical narrative may override some mechanical answers that seem illogical. For instance, even if a firearm has a set damage, an appropriate narrative resolution would take into account that shooting yourself in the head is likely to be more serious than a typical battlefield wound.

Social Group

The social group is the people who get together to game. The social rules determine:

1. Who gets to join the game.
2. What game will be played.
3. Obligations and privileges of participating in the game.
4. When the game will be concluded or recessed.

A surprising number of questions can be formulated by one of these rules. For instance, if a player has a preference for a light-hearted, hack-and-slash oriented fantasy game, they will negotiate to join groups that permit that style and will run games in that style. They will most readily agree to fantasy games that reward high action and combat and do not severely constrain their decisions with moral factors. They might agree to a short-term game or a long-term campaign, and they will probably expect the game to retire at some point when the adventurers either achieve legendary power or (if the system allows for such things) their characters pass their prime or become less interesting.

Social groups can be described in a variety of ways using modern psychological and sociological theories. An important way of looking at group tension, it is important to think about motivations. Motivations can be known or unknown to one ’s self, or known or unknown to others.

1. Manifest motivations: I know why I do something, and you do, too.
2. Secret motivations: I know what I am doing, but you do not perceive it or know the reason.
3. Obvious motivations: I am not aware of something I do, but you see it.
4. Unknown motivations: I am not aware of something I do, and neither are you.

Manifest motivations make it easy to talk about what people want. Secret motivations can constrain conversation and result in decisions that are not optimal for the group as a whole, or perhaps even any individuals. Obvious motivations can be benign, but they can also become the targets of unwelcome criticism. Unknown motivations might be benign, but can result in surprising and stressful situations that provoke confusion or emotional intensity. For instance, your group might convene for a light-hearted fantasy game, only to discover through a series of events that one of your players is experiencing emotionally powerful gender issues that bleed over into play.

Fulfilling the Expectation of Excitement

The expectation of excitement comes from the player. They are seeking play in an accepted genre, with resolution systems acceptable to them, with a group that has acceptable social rules. They may have one or more preferred genres, a number of acceptable genres, and some unacceptable genres. Depending on the resolution methods and the social rules, they may join a game in a preferred genre, or they may not. They may join a game in an unacceptable genre, or they may not. They may enjoy some resolution systems, but dislike others. They may find some groups agreeable, and others disagreeable, and when a group changes in its interactions, they might prefer the changes or dislike them. In terms of genre, resolution, and social rules, a participating player can be described as optimally satisfied, satisfied, ambivalent, dissatisfied, or tolerant.

The GM or GMs have their own preferences, but must also account for the other players. GMs are also on the range of optimally satisfied to tolerant.

Sometimes styles differ. Players and GMs can be rigid, accommodating, flexible, supportive, or agreeable. A rigid player prefers a certain experience and resists other preferences. An accommodating player respects differences from other players but attempts to negotiate their preferred experience. The flexible player has their own preferences, but accepts the preferences of others. The supportive player has their own preferences, but actively attempts to see that others receive satisfaction with respect to their own preferences as well. The agreeable player has their own preferences, but is open to trying a variety of experiences and will readily change style to satisfy others or simply to try something new. This level of flexibility can vary among the different expectations, from game to game, or in response to specific alternatives.

Players and GMs also have expectations that are idiosyncratic. They are not general principles of gaming, but specific elements they prefer or do not prefer. For instance, a cop who games might only enjoy cop games that meet some minimal standards of realism according to his experience, or might insist on playing only light-hearted, moralistic cop games, or even both. Some players do not like games that are "too anime" while others prefer anime-inspired games or do not view anime-ness as an important or meaningful measure.

To fulfill the expectation of excitement, the game aligns the preferences of the players to produce a new, imaginary, interactive experience. This experience satisfies the players in their preferred modes. This can be thought of as the “good music” component. The second component is the group experience as a whole. Aligning the preferences of the players is also a part of a role-playing game. This can be thought of as the “good composition” component, whether it takes the form of a symphony or a jam session. Successfully coordinating the story and decision-making goals is itself a basic task of fulfilling the expectation of excitement. An ideal game is both game-ful (appropriate psychological challenge was experienced within the game framework) and group-ful (the participants negotiated the creation of a powerful game framework).

Thus, an ideal game could be a bunch of old friends getting together to slay orcs just like old times. It could be a number of players role-playing a byzantine political game that incorporates freeform role-playing with elaborate rules for achieving wealth and influence in the government based on alliances and the use of certain traits, with a reserve of “plot points” you might have to expend even to engage in personal combat.
 

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That is interesting.

Can you talk about your last game in this framework?

edit: Or another approach: do you have some questions to ask so that I could look at my last game using your ideas?
 
Last edited:

The most recent game I ran was a pickup game of Mutants & Masterminds, the first time running it. We have a regular D&D game, but one of our players was MIA (asleep after a long week at work, it turns out). So I offered to run an impromptu game.

Genre: The genre was classic superheroes. The question was raised whether this would be Marvel or DC. I replied a blend of both. A player asked if it was more toward one or the other in power level, and I said it was more DC-like. To me, that says somewhat more epic. The style was fairly breezy. I glossed over a lot of the situational setup and went right to "You're watching the news, when suddenly...." For style, I went with a fairly four-color, brief dialog, action-oriented game. The tone was light, perhaps even a bit campy. Thematically, I portrayed the heroes as stepping in to help, even though the SWAT initially acted like they had things under control. So the idea was that heroes are needed. Further, the villain was initially motivated by greed, but an initial defeat by the heroes turned him to revenge. Overall, the theme was one of self-sacrificing heroes helping society with the problems caused by human vice.

Resolution: I tried to play by the back. We didn't roll a lot for interactions, but one of the players wanted to use Diplomacy to take command of some freed hostages. I had to fudge some of the villain's powers due to my unfamiliarity with the system, but I used the basic DN 10 + ranks mechanic for the effects, which is level 3 resolution (generalized from the basic mechanics). Some of the resolution was conventional "Yes, you can do that," "Sure, that sounds fine to me."

Social Rules:
1. Who gets to join the game.
In this case, the people from our regular gaming group who attended the session decided to throw together a game.
2. What game will be played.
I made some suggestions. People sounded amenable to M&M and I wanted to try it, so I offered to run it and the players cooperated.
3. Obligations and privileges of participating in the game.
The game was something of a reward for people showing up for the other game. Because it was an impromptu game the only requirement was to want to stay.
4. When the game will be concluded or recessed.
It was a one shot adventure, but we talked about continuing with the same characters once our D&D campaign concludes.


I think we made plenty of "good music." Because of the improvisation, my unfamiliarity, the late hour, and the low level of investment required in the game, there wasn't great "good composition," but it was a fun little jam session. One player obviously preferred more mechanized resoutions for some systems, but I was able to provide a good framework using the rules when ever he requested a ruling.
 

LostSoul said:
edit: Or another approach: do you have some questions to ask so that I could look at my last game using your ideas?

Try this. How was the expectation of excitement fulfilled? Did you make good music? How about good composition? That is, were players basically satisfied, and how well did the group work toward fulfilling those interests?
 

pawsplay said:
Try this. How was the expectation of excitement fulfilled? Did you make good music? How about good composition? That is, were players basically satisfied, and how well did the group work toward fulfilling those interests?

Let me try to answer for the whole of the campaign.

1. We aligned our genre/style/tone goals in pre-play. There was some co-operative setting creation, and the GM filled in all the details.

Theme was left open to be addressed in play, and I think we came up with some thematic statements for the game.

2. We aligned our resolution goal - we wanted to try out The Shadow of Yesterday. No one was really wedded to the system, but it worked as planned.

Though - one player had a problem with the reward system in the beginning. (I find it interesting that you don't talk about reward systems in your post.)

3. Good music was made - we all liked the PCs, the setting, the conflicts - the story that we had. That was our main goal.

4. The players were satisfied. There were moments when we had conflicts:
One player didn't understand the reward system and how to use it to do what he wanted. We talked to him out of the game and he changed the way he used the system to get what he wanted.
In one session the GM was too aggressive with his scene framing and that made me feel like I didn't have much input on the game (until we talked about it).
In the beginning, there was a conflict related to inter-party betrayal, but that was resolved and betrayal became a major theme of the campaign.

I guess you could say we fulfilled the expectation of excitement by front-loading our game to deliver it in play. edit: And we dealt with conflicts that arose out-of-game.

***

How was that? Am I getting this, or were those answers lame?
 

pawsplay said:
Resolution systems can be general or specific, and they might be general about some things and specific about others.

Methods of resolution include:
1. Mechanical - a rule takes an inputted question and generates an output
2. Narrative - someone uses their authorial privilege to specify a story-appropriate result
3. Conventional - Social interactions are used to decide a result deemed appropriate to all participants.

An example of a mechanical resolution would be a skill check. An example of a narrative resolution would be the GM stating, "After several days of travel, you arrive in town." An example of a conventional resolution would be a group of players agreeing how a specific power should work in a given situation. A GM acting as a rules adjudicator or referee is also using a conventional mode of resolution.

Looks interesting and will take a while to delve into it. I do have questions about the above.

Games can have mechanical-narrative resolution (TSOY, Sorcerer, BW in certain parts). You make a skill check and can use authorial power (I make my sailing check and I as a player can say "we travel to the island and actually get 2 extra days ahead of our pursuers")

So you might want to add that games can have a hybrid of 1 and 2. Basically this has historically been covered by what has been traditionally defined as conflict (or stake stetting) vs task resolution; thisof course might both be under option 1 above, but i was not sure so wanted to query that.
 

Please don't try and redefine concepts like genre, style, tone, and theme. These are bigger than RPGs and already have common held definitions in the dictionary. Needlessly messing up their real meaning with self-defined jargon only you use hurts what you are trying to do here. I suggest listing the dictionary meaning you agree with and then illustrating how this applies to RPGs.

The hierarchy of resolution is also biased. It basically says rules are the best way to resolve tasks and the worst way is the one you and I use everyday in normal life. Doesn't that seem a bit backwards to you? The priority of how actions are resolved during play should really solely be the group's decision and not the designers, no? Designers can only offer options and opinions on their use.

Plus, what you are calling Narrative control has no place in RPGs. In an RPG no one has the right to be the hand of God. Playing God may seem fun, but ultimately whatever is toyed with ends up losing its sense of reality. Play God long enough and even you or I will lose our sense of reality. No one in an RPG gets to choose "I want this to happen, because that would be cool". A player can attempt an action, a DM can model how reality operates, but neither ever has the authority to say "this is what happens because I say so". RPGs were made specifically so this kind of childish Let's Pretend play could be moved beyond. Otherwise you might as well just say "Bob decides when anyone hits". That's not what is going on here.

The rest of what you wrote can be summed up as "What do the people playing really want?" That question is very easily answered by simply asking the individuals involved. Trying to second guess or get psychological and find "what they are really saying" is only going to lose one friends. It's not cool to psychoanalyze your classmates.
 

howandwhy99 said:
Plus, what you are calling Narrative control has no place in RPGs. In an RPG no one has the right to be the hand of God. Playing God may seem fun, but ultimately whatever is toyed with ends up losing its sense of reality. Play God long enough and even you or I will lose our sense of reality. No one in an RPG gets to choose "I want this to happen, because that would be cool". A player can attempt an action, a DM can model how reality operates, but neither ever has the authority to say "this is what happens because I say so". RPGs were made specifically so this kind of childish Let's Pretend play could be moved beyond. Otherwise you might as well just say "Bob decides when anyone hits". That's not what is going on here.

I had queries about this. But many RPGs have rules that allow you to play God. You either can roll or spend resources and you can pretty much say "this happens"

DMs also say "this happens" all the time though. An NPC is injured and they determine if the NPC runs away or stays and fights (some games of course have rules for such things, BW for instance, but many if not most dont"

or am I misunderstanding whatt you are saying?
 

apoptosis said:
I had queries about this. But many RPGs have rules that allow you to play God. You either can roll or spend resources and you can pretty much say "this happens"

DMs also say "this happens" all the time though. An NPC is injured and they determine if the NPC runs away or stays and fights (some games of course have rules for such things, BW for instance, but many if not most dont"

or am I misunderstanding whatt you are saying?
Who is querying you? I can respond to them directly if you post their questions. Yes, there are RPGs that tell the DM or GM to "do whatever you feel like". These are poor designs.

When a DM says "this happens" they are merely relating to you what happened as a result of the way the world functioned. It isn't his or her desire for it to operate that way. And playing NPCs is a different role for a DM. Here they play the character just as a player would play their own PC. If that NPC attempts something in the world, it is adjudicated in the same manner as for a PC. (Like attacking a PC requires a to-hit roll)
 

apoptosis said:
Games can have mechanical-narrative resolution (TSOY, Sorcerer, BW in certain parts). You make a skill check and can use authorial power (I make my sailing check and I as a player can say "we travel to the island and actually get 2 extra days ahead of our pursuers")

Yeah, I wasn't sure about that. For example:

My PC was trying to find a demon shark. Another PC was helping me. I described my PC climbing to the crow's nest to spot its trail; the other PC said, "Look for the fluke!" I rolled Seafaring, he rolled Hunting. Success came up, and we spotted it.

Now is this narrative or mechanical? There's nothing in the Seafaring or Hunting skill descriptions about spotting demon sharks.
 

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