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Theory: Coming to the Table

howandwhy99 said:
Excuse the religious outburst, but Praise Jesus! I think we completely agree on something.

Hallelujah! ;)

apoptosis: I think this "appeal to the world" describes a facet of play well for Sorcerer, Burning Wheel (excepting some ways of handling -wises), The Shadow of Yesterday, Dogs in the Vineyard, and - holy :):):):)! - even Prime Time Adventures (though not all PTA play). We could talk more about that somewhere else, if you want; I don't think this is the thread for it.

I don't think InSpectres qualifies, though - not if you add in the "Confessional" scenes.

edit: Let me explain why I think that is. It's long, so I'll sblock it.

[sblock=My experiences with Indie games]In Sorcerer, you play from your character. You make decisions as that character. You don't have the ability to randomly say things like, "And then a star fell from the sky and landed on the bad guy!" (Unless, of course, falling stars are an established part of the world.)

howandwhy99 says that there are "virtually no rules to help sink your teeth into the reality of the world." Maybe it's in Sorcerer & Sword or Soul, but when I played (just a quick game) we followed the advice there and created a very interesting world by relating it to the game rules: we defined Humanity, defined what demons were, what types of magic there was, who used it, how you used it, etc. By adding our own world to those rules, we had something that rocked - and allowed us to address themes that we were interested in.

TSoY, which I just finished a mini-campaign of, is pretty traditional. You play your character, he does things, and when you need to resolve his actions you roll for it.

Now I could say, "My guy throws the pirate monkey overboard and he's devoured by the demon sharks!" In our crazy game world, yeah, it made sense that there would be demon sharks - though I couldn't "just say" that they would devour him. And it would have been stupid if I said, "A falling star lands on him and kills him!"

We mostly used our OOC resources without any justification, but sometimes we added some. So you don't have to use them without any in-world justification if you don't want.

The game of BW I played was grounded in the world as much as any D&D campaign. I have seen some of what howandwhy99 describes here

howandwhy99 said:
It wasn't quite roleplaying until you got down to the situational level and then we pulled back up to skip ahead through the future or to other PCs of the world we jointly created. It pretty much felt very contrived.

playing Burning Empires, and I didn't like it. In later campaigns we stopped doing that (probably because I expressed my dislike for it) and the game benefitted from it.[/sblock]
 
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Lanefan said:
It's more that the players don't have any ideas of their own and are asking to be fed something. It happens, now and then.
That's like asking about my character's alignment in my book. ;)

Assuming it's a change, and not an add-on. I won't make changes that invalidate something that has gone before...I'm quite anal about that, in fact. However, anything's open to change until and unless the game runs into it.
Well, yeah. Anything the players have yet to see doesn't exist yet as part of the world. To require otherwise sort of unnecessarily ties down a DM with potentially too much unnecessary knowledge.

I'm trying to rationalize this to the world I've just started running, and...can't. The world I've dreamed up is what it is. The rules are what they are...and they are never "so inflexible" that they can't be bent sideways by an old-school kitbasher...and the two are to me almost independent of each other. The world and its physical rules (gravity, weather, etc.) are in-game constructs, while the gameplay rules are metagame constructs; and though they occasionally meet, it doesn't happen often.
Well, look at it more like having the jumping or falling mechanics do a really shoddy job of emulating what is happening in the imagined world. Say a coin flip. Heads you make it or survive. Tails your don't or your dead. Pretty lousy right?

So to better help the players enjoy falling and jumping in this world I use some dice mechanics that bear a specific statistical relation to how each works in this world. Falling could be a cumulative amount of randomized damage, with an upper limit for hitting full velocity. And a dice pool roll based upon number of successes to simulate the steep drop off of how far one can jump after a certain point, but ease before a closer distance.

Games don't need such specificities unless falling and jumping come up a lot. But if they do, I'm willing to bet your players will prefer the less abstract resolution compared to flipping coins.

I'm also saying GM narration on a larger scale includes determining how the world does things the characters have to react to. Some examples that would (normally) generate PC reactions:

- a long-dormant volcano erupts near the party's home base, or
- the rumoured invasion by the northern hordes is no longer just a rumour - the kingdom is in peril, or
- when you took to your tents the weather was clear, but by dawn there is heavy snow - travel may be impossible, or
- the party-supported candidate for the throne has just lost the election and the winner has vengeance on her mind, or
(etc.; you get the idea...)

All of these are GM narration. What the PCs/players do with it is up to them.

Lanefan
Okay. In my book those are really more or less just adjudicating the consequences of the players actions. Sometimes I roll these out outside of game, othertimes I can do a quick 1, 2, inside of game. But really, it's just to help know what's going to happen within that session. (or the next if I'm rolling during prep)

And I really do gotta hit the sack now as I'm on the east coast.
 

howandwhy99 said:
Since when do roleplaying games get to have rules about how my friends and I should resolve our differences? That is screwy to me. We can solve our real life problems without RPG author assistance. Thanks anyways.

I wasn't threatening to send in an RPG author to your living room and tell you how to resolve your situation. I am saying that you and your friends resolving your differences is one way a game question might be resolved.
 

howandwhy99 said:
The world dictates the rules, not vice versa.
howandwhy99 said:
Let's put it this way. Do you see a Judge as the authority on what happens in a courtroom? Or the law? It's the law.
Now I mightn't know much about RPGs, but I know a lot about philosophy of law - and this claim is pretty contentious! On a standard positivist analysis of a legal system, for example (eg HLA Hart, Jules Coleman, Joseph Raz) the judge has to exercise discretion (ie make it up, in a way that is consistent with what's come before) every time the law has a gap. And on at least some positivist theories (eg Raz) the law is very gappy.

And this is the law - something which, unlike the typical RPG gameworld, has 100s of 1000s of pages of text that make it up (at least in a common law system, where the law resides to a large extent in reported cases of superior courts; a further complication of a common law system is that the superior courts are in fact invested with the authority to change the law in many circumstances).

One could also use the analogy of mathematics and mathematicians. Given that some quite serious philosophers of mathematics (Brouwer, Wittgenstein) take the view that mathematics is a human construct - and manifestly the rules of mathematics are richer than those of any RPG gameworld - it is hard to see how it is obvious that the RPG gameworld is not one.

howandwhy99 said:
How do you get the law to wield its' authority? It's people following the law, or in this case the design aspects of the world.
But to pursue the legal analogy, the world is so gappy, and the identify of legislators and adjudicators so total, that many (perhaps most) acts of adjudication are also acts of legislation - which is to say (moving from law to RPGs) acts of narration.

howandwhy99 said:
Players can certainly make something up about how their PC was in The Dread Woods as youth and was stolen away for a year and a day by elves who taught him how to sing. The DM will incorporate this into the world as he knows it as best as possible.
howandwhy99 said:
Continually swapping GM duties all session long is like a henhouse full of roosters. No one going to get any sleep, if you know what I mean.
So here we have a player not acting in character, but acting in efffect as a co-GM. Is this not RPGing? To say that it's not seems odd - if I'm not playing an RPG when I'm building my character and creating his or her background then what am I doing? In one post you yourself suggest it is a natural way for an RPG to be played, but in another you suggest that it is like "a henhouse full of roosters." Both can't be true.

And suppose I make this decision about my PC's background during the middle of a session (whether because I suddenly get the idea, or because the rules of the game permit me to introduce one background fact about my PC per session, or whatever) - am I then suddenly ceasing to play the game? (Note also that it makes no sense to say that I make this decision about my background, because I cannot choose my background - life has thrust it upon me!)

Of course any such determination about my PC's background will (usually, at least) have to be consistent with what's gone before. But that is not to say that the world dictates it, only that the world permits it. And permission is a much weaker concept than dictation - for permissions to turn into actualities someone has to act (by exercising the authority conferred by the permission).

howandwhy99 said:
There is not such thing as critical game decisions. Decisions are decisions. What make them critical is how important they are to the characters.
This is really a separate issue, but something that I disagree with. For example - I may be playing a PC who is indifferent to the romantic overtures of an NPC, and who therefore ignores them and moves on. For the PC, a non-critical choice. But for the players at the table - including me, quite possibly - it might be a critical choice, because of what it tells us about the personality of the PC and what it means to be that sort of person.

Lanefan said:
Other times, the DM might have something cooked up behind the scenes that the characters will eventually run into no matter where they go.
This is perhaps one of the most generic forms that the exercise of GM narrative authority takes. Sometimes it is game destroying railroading. Other times it is game-facilitating antagonism. Given that the world need only permit, but rarely dictates, it is hard to see it as simply the GM giving voice to the world.

howandwhy99 said:
Rolemaster was called Rulemaster for a reason. It's like 3E, all about "playing the rules" instead of playing the world.

<snip>

I disagree that all RPGs require metagaming. You don't have to know the rules to play the game (be a Player).
I don't think that this is especially true of RM, although it is more true of RM than (for example) Runequest. I'd therefore like to know more about the comparison class. It's certainly not easy to play a Thief in 1st ed AD&D without knowing the rules of the game - you'll keep trying to do stuff that you think a thief might be able to do, like hear noise or hide in shadows or pick pockets, and fail dismally at it. As for playing a Monk, or any sort of spell-user in that game - I don't think one would get very far without the rules.

But again, maybe AD&D isn't the game you have in mind.
 

pawsplay said:
I wasn't threatening to send in an RPG author to your living room and tell you how to resolve your situation. I am saying that you and your friends resolving your differences is one way a game question might be resolved.
I understand that "Convential" is 3rd of 3 resolution mechanics players have. Your hierarchy places these at #6. Least Desirable. The thing is 1 & 2, Mechanics & Narration resolution mechanics are the actual odd ducks in this. I've talked about #2 already. #1, Mechanics (which seems odd when all 3 are called mechanics) are only useful to GMs when running the game. Most stuff is going to be immediately obvious to everyone at the table as to how it works and not need an overabundance of rules to understand the workings of. Fire burns. Water is wet. My character has weight. Etc. Saying that rules for all of these are the preferred means of resolving what happens next is unnecessarily rigid. What happens next is due to the way the world is.
 

pemerton said:
Now I mightn't know much about RPGs, but I know a lot about philosophy of law - and this claim is pretty contentious! On a standard positivist analysis of a legal system, for example (eg HLA Hart, Jules Coleman, Joseph Raz) the judge has to exercise discretion (ie make it up, in a way that is consistent with what's come before) every time the law has a gap. And on at least some positivist theories (eg Raz) the law is very gappy.
It's not contentious to me as a Judge wouldn't be sitting on the bench, if he didn't have the authority to be there. (if he doesn't have legal authority, he's not a judge, right?) Judges exercising their discretion in the application of law just seems like the whole reason we have judges to me. Where the law is clear, folks just seem to follow the rules without need of clarification. And the whole idea that the RPG world in our own case is "gappy" is pretty unsound in my opinion. As the fundamental design basis is upon our own world (and that has no gaps at all as far as I can see) the only real gaps a GM might have are their knowledge of how things actually work in the real world.

So, sometimes he makes a mistake and thinks honey is overly flammable. It happens. We role with it. ;) It becomes an interesting world quirk and the GM learns more about real life after the fact. And maybe we agree to change this afterward, outside the game, too. No big thing.

And this is the law - something which, unlike the typical RPG gameworld, has 100s of 1000s of pages of text that make it up (at least in a common law system, where the law resides to a large extent in reported cases of superior courts; a further complication of a common law system is that the superior courts are in fact invested with the authority to change the law in many circumstances).
Good thing there are not millions of players in need of judgment calls at my table right? My real world knowledge covers more than requiring 1000s of pages of text just to play a game. And I don't think my notes for the world will ever get that big.

One could also use the analogy of mathematics and mathematicians. Given that some quite serious philosophers of mathematics (Brouwer, Wittgenstein) take the view that mathematics is a human construct - and manifestly the rules of mathematics are richer than those of any RPG gameworld - it is hard to see how it is obvious that the RPG gameworld is not one.
I don't see how this is relevant. We talked earlier about how the game world was agreed upon before play began earlier in this thread. That it exists, like math exists even though Ludwig and Brouwer are dead, is not something I want to get pedantic about here. Middle Earth exists as does my own RPG world. Saying they don't qualify as "being real" because they are conceptual is missing the point of RPG play in my opinion. (we aren't playing in the real world here, but we are playing a world that is real)

But to pursue the legal analogy, the world is so gappy, and the identify of legislators and adjudicators so total, that many (perhaps most) acts of adjudication are also acts of legislation - which is to say (moving from law to RPGs) acts of narration.
No one gets to out and out say how the world functions as I've said before. The GM may create more elements of it for the players to explore during game than the Players do, but neither is narrating during the game. What you're referring to is game prep. Stuff that happens before game so we can have a good time when we actually play.

So here we have a player not acting in character, but acting in efffect as a co-GM. Is this not RPGing? To say that it's not seems odd - if I'm not playing an RPG when I'm building my character and creating his or her background then what am I doing? In one post you yourself suggest it is a natural way for an RPG to be played, but in another you suggest that it is like "a henhouse full of roosters." Both can't be true.
There is no paradox here. A player writing background is prepping for the game. The game (and "game" elements) actually starts when we sit down at the table and begin roleplaying. Why is everyone here so determined to define roleplaying (and thereby RPGs) as something that occurs out of character. Roleplaying is acting in character. That's not my self created jargon definition. That's agreed upon in normal society and in the dictionary.
From WordNet (r) 2.0: said:
roleplaying
n : acting a particular role (as in psychotherapy)
And suppose I make this decision about my PC's background during the middle of a session (whether because I suddenly get the idea, or because the rules of the game permit me to introduce one background fact about my PC per session, or whatever) - am I then suddenly ceasing to play the game?
Are you ceasing to act in character? If so, then yes. This is stopping the game to tell the DM you've created more prepwork for him to incorporate into his or her own. That's kind of a rude thing to do in the middle of a game. Especially if you're using it to your advantage unfairly. "Hey! I'm actually the owner of all these jewels, by the way!" That's bad character play as I brought up in a previous post. Can a good GM roll with it? Sure, but you're putting them on the spot.

(Note also that it makes no sense to say that I make this decision about my background, because I cannot choose my background - life has thrust it upon me!)
That's a good point and I wanted to talk about this. When you "roll up a character" you're not getting to decide entirely what you will play on your own. Not only does the group decide what's appropriate for the game, but dice are used to randomize each character before they are conceptualized. I think in your aside above, you are saying Players don't get to create their own PCs. That isn't true. While they also create them when playing the game, like you and I continually do as we live our own lives, background creation happens outside of game.

Of course any such determination about my PC's background will (usually, at least) have to be consistent with what's gone before. But that is not to say that the world dictates it, only that the world permits it. And permission is a much weaker concept than dictation - for permissions to turn into actualities someone has to act (by exercising the authority conferred by the permission).
If authority permits certain behavior I guess worlds can permit certain character backgrounds. But don't those get added to the world and become the authority one has to follow when the game actually starts? This is all getting needlessly convoluted just so some folks can claim their games are RPGs when they aren't about roleplaying - at least not directly.

This is really a separate issue, but something that I disagree with. For example - I may be playing a PC who is indifferent to the romantic overtures of an NPC, and who therefore ignores them and moves on. For the PC, a non-critical choice. But for the players at the table - including me, quite possibly - it might be a critical choice, because of what it tells us about the personality of the PC and what it means to be that sort of person.
This is funny. I concede that sometimes behaving in character will lead to player insights that are important to the player, but not to the character as the example you cite. The whole "Wow! This is what it feels like to have a girl hit on me and turn her down!" is just hilarious. That's more to do with psychological insights gained through roleplaying though. That can be gained simply by the player playing what they judge is a psychologically interesting character.

I don't think that this is especially true of RM, although it is more true of RM than (for example) Runequest. I'd therefore like to know more about the comparison class. It's certainly not easy to play a Thief in 1st ed AD&D without knowing the rules of the game - you'll keep trying to do stuff that you think a thief might be able to do, like hear noise or hide in shadows or pick pockets, and fail dismally at it. As for playing a Monk, or any sort of spell-user in that game - I don't think one would get very far without the rules.

But again, maybe AD&D isn't the game you have in mind.
Rolemaster has endless system rules and is very much like 3E in that way. Perhaps I didn't see enough of it when I played MERPS to really call it a rule playing game per se. But I can't possibly see it as quick and easy to run. Perhaps it is invisible from the players POV, but that's not as I remember it. It's been some time since I bothered to look at the game.

And character design in many earlier games, like AD&D for example, focused on in character definitions of PCs. The 6 attributes are not rules, but definitions of how tough or strong a person is. To hit scores gave definition to how one ranked as a warrior in comparison to others. Damage ranges defined how hurtful a weapon could be in comparison to other weapons. These were things in the world given definition on the character sheet so players could understand how they stood in relation to others. Just like saying I'm taller or shorter than others with a height score. Size has meaning in the world, but as a player I'm understanding it through the eyes of my character.

By keeping these things in character, players don't need to bother with them most of the time. Simply saying "your tough and good at hitting things" will give a kid enough information to play his character. He's going to come up with other stuff anyways that he wants his character to be. That any of those descriptions might also have mechanics later working unseen with them is really secondary to playing the game.
 
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howandwhy99 said:
No one gets to out and out say how the world functions as I've said before. The GM may create more elements of it for the players to explore during game than the Players do, but neither is narrating during the game. What you're referring to is game prep. Stuff that happens before game so we can have a good time when we actually play.

This just doesn't make sense. The GM does determine how the world functions. Using D&D as an example, a DM decides what DC is used whenever a player decides to perform an action. Now you may say the world dictates this... but it doesn't. A DM decides then and there at that moment how hard something is. If a PC is trying to climb a cliff the DM may rule it's a DC 20 check or a DC 15 check or etc. The player may feel (from the DM's description of the cliff)l it should be a DC 10 check. Perception in and of itself is flawed (and even moreso when not true perception but based upon words),and thus depending on numerous peoples perceptions to "define" the reality of the game world cannot do anything but eventually cause a conflict. Who decides the ultimate result of said conflict... the DM doeas and thus he controls how the world functions.
 

Imaro said:
This just doesn't make sense. The GM does determine how the world functions. Using D&D as an example, a DM decides what DC is used whenever a player decides to perform an action. Now you may say the world dictates this... but it doesn't. A DM decides then and there at that moment how hard something is. If a PC is trying to climb a cliff the DM may rule it's a DC 20 check or a DC 15 check or etc. The player may feel (from the DM's description of the cliff)l it should be a DC 10 check. Perception in and of itself is flawed (and even moreso when not true perception but based upon words),and thus depending on numerous peoples perceptions to "define" the reality of the game world cannot do anything but eventually cause a conflict. Who decides the ultimate result of said conflict... the DM doeas and thus he controls how the world functions.
As I've already noted in this thread, what you are describing is widely considered bad DMing. A DM cannot just decide the world functions in whatever manner he wishes it to. Willy nilly. That's not what RPGs do. That's a bastardization of the concept of DMing and RPGs in general. Let's just leave it aside that GMs who do act in capricious ways are acting in bad faith towards everyone else sitting at the table. How is this unclear?

The DM determines, not decides, specifics in cases where the way the world functions is not yet fully known. That means he has to follow everything that came before or fail in his duties as a GM.

Why even bother playing a game where the GM determines an 18 is needed to climb for Bobby, but a 14 for Susie because she has pretty blonde hair? That is what makes no sense, and why RPGs were created in the first place.

The agreed upon world is the ultimate authority on how the game world operates. The thing itself is the definition. That the GM has to determine what certain specifics are in corner cases not yet tested is not at issue here. Just as a judge ruling from his bench is not issuing verdicts without basis upon the law, a GM is not deciding how the world functions based upon his or her own desires. Their determinations must be derived from the higher authority of the world or be they are a bad GM.
 

howandwhy99 said:
As I've already noted in this thread, what you are describing is widely considered bad DMing. A DM cannot just decide the world functions in whatever manner he wishes it to. Willy nilly. That's not what RPGs do. That's a bastardization of the concept of DMing and RPGs in general. Let's just leave it aside that GMs who do act in capricious ways are acting in bad faith towards everyone else sitting at the table. How is this unclear?

The DM determines, not decides, specifics in cases where the way the world functions is not yet fully known. That means he has to follow everything that came before or fail in his duties as a GM.

Why even bother playing a game where the GM determines an 18 is needed to climb for Bobby, but a 14 for Susie because she has pretty blonde hair? That is what makes no sense, and why RPGs were created in the first place.

The agreed upon world is the ultimate authority on how the game world operates. The thing itself is the definition. That the GM has to determine what certain specifics are in corner cases not yet tested is not at issue here. Just as a judge ruling from his bench is not issuing verdicts without basis upon the law, a GM is not deciding how the world functions based upon his or her own desires. Their determinations must be derived from the higher authority of the world or be they are a bad GM.

IMHO, you are dancing around the truth of the matter...regardless of what reason the DM chooses for deciding something...he still decides it, thus he has narrative control of the world (whether within actual play or outside of it). Again, unless you're a mind reader you have no way of determining why your particular DM made a certain decision. You can argue against it...but eventually either you or he will be right and will have exerted narrative control over how the world works. And again you gloss over the issue of the world in pre-play coming from the desires of the DM.

As an admittedly far fetched example, taking a nod from Moorcock, let's say your DM's campaign is set upon a plane of chaos...how do you all then determine the implied rule of being true to the world? The DM does just like in any other setting. It is his interpretation of the worlds truth, not some abstract truth of the world, that guides and dictates what happens. If his interpretation is wrong the world won't correct him.
 

Imaro said:
IMHO, you are dancing around the truth of the matter...regardless of what reason the DM chooses for deciding something...he still decides it, thus he has narrative control of the world (whether within actual play or outside of it). Again, unless you're a mind reader you have no way of determining why your particular DM made a certain decision. You can argue against it...but eventually either you or he will be right and will have exerted narrative control over how the world works. And again you gloss over the issue of the world in pre-play coming from the desires of the DM.

As an admittedly far fetched example, taking a nod from Moorcock, let's say your DM's campaign is set upon a plane of chaos...how do you all then determine the implied rule of being true to the world? The DM does just like in any other setting. It is his interpretation of the worlds truth, not some abstract truth of the world, that guides and dictates what happens. If his interpretation is wrong the world won't correct him.
I think you're stuck in "the one true philosophy of roleplaying games". And that yours is wrong. Pre-game design of the world comes from players and DM choosing what to add to the world. These follow the player's desires. But regardless of who comes up with an element of the world to add, it everyone's job during prep to make sure these things are true to the world. That a C3PO doesn't sneak in unbidden. As the DM knows elements of the world the players don't, his incorporating of all these elements occurs outside of their view until they discover his determinations during play. But be very clear, these are determinations he has had to make to keep the world true to itself during creation. That his ultimate decisions can't be known by those playing is just wrong. They discover them all the time through play. "What a minute! What the hell is C3PO doing in Rappan Athuk?"

The example you suggest is not an understandable world. It acts according to no known order, right? Therefore it doesn't qualify as a good RPG world. It would be completely unsatisifying because whatever occurs has no basis on what we attempt to do. Maybe it would be nice for a short time in game to have absolutely no control at all in anyone's hands (including the DMs) and just roll random results every round you are in that plane. Results randomly determined though have order. Even that would be a bad mechanic in such a place. I don't believe it is actually possible to run a world where chaos is absolute. That may be a trait because of our real world or not, but it really doesn't matter in the end.
 

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