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What is "The Forge?"

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fusangite said:
Now that a little piece of the Forge debate has found its way onto ENWorld, I have to ask: how do you categorize games in which the mechanics act directly on story, the players see their role as collaborative storytelling but they don't care a fig about these moral or ethical issues and don't intend to use the game mechanics to explore these questions?

I'm not really sure; good question.

(I'm not really sure what you mean by mechanics that act directly on story - something like Escalation in Dogs in the Vineyard, or something like Action Points?)

If they don't care about addressing moral or ethical issues, they don't have a narrativist agenda. If they remove (or ignore) the mechanics that support that kind of play in order to get the kind of play they are looking for - that seems to me to be "drift", probably to support Simulationist play. (The collaborative storytelling making me think that it's not gamisim that those players are looking for.)

(Drift, as I understand it, is when you make up house rules to support a play style that isn't supported by the game mechanics.)
 

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mythusmage said:
(snip)

The academic method (to coin a term) is not what you talk about, it's how you talk about it.

We weren't talking about method. We were talking about content.

So one could have a conversation that does not include blacks, the history of fine art in 13th century Pest, or the hitory of blacks in fine art in 13th century Pest, and still be engaged in an academic conversation.

If there was a prominent African influence in Pest art in the 13th century, then it would be a lousy academic conversation to have which decided to ignore them. More generally, talking about that subject without talking about how people in Pest lived and their social cicumstances would also be pretty dumb. It is in this sense that Forge discussion is pretty dumb.

Hell, for all their appeals to scientific thinking I've noticed that more sceptics approach matters from an academic viewpoint than a scientific than not.

I'm not parsing this.

Remember, it is not the subject, it is how you approach the subject.

Nah. sometimes its the subject. Glaring holes in discourse do imply that something's wrong with the method, though, since a good method ought to reveal what is relevant.
 

Akrasia said:
Thank Zeus I work in analytical philosophy and do not have to deal with 'postmodernism' rubbish.

I hear strong AI is just around the corner, now that analytical types have been nice enough to explain consciousness!

Everybody has rubbish.

Why one would even read Derrida in one's spare time is a mystery. The stuff is torture. I couldn't be paid to look at that, let alone post about it on some RPG message board.

What do you think Derrida is saying? It really does get quite tiresome to continually read people who read some postmodernists as an undergrad decide that they know the whole shebang and they may as well follow departmental fashion.

This is where I suspect you get wierd things like declarations that the Forge is both "totalizing," and "postrstructuralist," which is one of the few patently impossible configurations of poststructuralism.
 

eyebeams said:
We weren't talking about method. We were talking about content.



If there was a prominent African influence in Pest art in the 13th century, then it would be a lousy academic conversation to have which decided to ignore them. More generally, talking about that subject without talking about how people in Pest lived and their social cicumstances would also be pretty dumb. It is in this sense that Forge discussion is pretty dumb.



I'm not parsing this.



Nah. sometimes its the subject. Glaring holes in discourse do imply that something's wrong with the method, though, since a good method ought to reveal what is relevant.

Nice use of the academic method.
 

IMO, the problem with the GNS definitions is that they are in fact irrelevant. And IMO, that's the latest take from Ron about it. and their most important contribution. The point is that identifiying the creative agenda for a given group is what matters most when organizing a game (afterwards, system does matter ;) ). And I believe there are as many CAs out there as there are gamers and combination of group of gamers among these gamers (a lot). GNS is the the "most obvious" ones or caricatures. The G and S have strong historical example ie most RPGs out there on the market. All the others are the gazillions of house ruled RPG out there.

If all gamers understood the notion of CA and the relation it has to RPGing in general and to rules system, there would be about half less threads going on on enworld. All the "problem players/GM" thread would vanish, the house rule section would either vanish or split in gazillions of sections (or 3 a G a S and a N :p ) and nobody you would go condescending about "good" roleplaying vs "bad" roleplaying. Most paladin and alignement issues would also vanish. Etc. And the OGL license would certainly be more fruitful. If and only if those snobs at the forge could put their stuff in order.
 

ForceUser said:
Maybe that's the problem with one of my groups. Hm. How to address it without spitting and frothing in DM frustration.

Yeah, and in that you've just twigged on one of the quietly useful aspects of the Forge - when somethings going wrong with a campaign, it's not a bad thing to read some of their discussions about what can go wrong and see how other people have fixed it. Regardless of whether you buy into the idea that GNS or the big model or whatever is an all-encompassing theory of RPG design, there's no question that it developed from trying to understand and address the problems people have in gaming groups. That's not the aspect of the Forge that gets publicity, because somebody saying "hmm, that gives me an idea about a problem in my group, thanks" isn't nearly as likely to draw attention as a flamewar over semantics, but it's almost certainly a far greater contributor to the Forge's fame and longevity.
 

SWBaxter said:
Yeah, and in that you've just twigged on one of the quietly useful aspects of the Forge - when somethings going wrong with a campaign, it's not a bad thing to read some of their discussions about what can go wrong and see how other people have fixed it. Regardless of whether you buy into the idea that GNS or the big model or whatever is an all-encompassing theory of RPG design, there's no question that it developed from trying to understand and address the problems people have in gaming groups. That's not the aspect of the Forge that gets publicity, because somebody saying "hmm, that gives me an idea about a problem in my group, thanks" isn't nearly as likely to draw attention as a flamewar over semantics, but it's almost certainly a far greater contributor to the Forge's fame and longevity.

Actually just posting an actual play part exposing the problem is what they are best at. It's like conseling for gaming groups :p

The reason why they'd rather go for actual play instead of overdefining stuff is that in real situation everybody can "feel" what is "right" and what is "wrong" during play time. They are trying to put words on these feelings and so far, they have failed.

Denigrating the forge, IMO, is like being a early 1900's physicist denigrating quantum mechanics or general relativity. Nobody could understand it yet because there was a breaking through pending. I'm such in a few years from now it will all make much more sense and be integral part of RPG designing in the mainstream industry (4E anyone :p )
 

Bastoche said:
Actually just posting an actual play part exposing the problem is what they are best at. It's like conseling for gaming groups :p

Theory does nothing to solve 90% of the problems at the root of poor games, which come from pressures external to play. The Forge posits an excellent way for players to insulate themselves from the fact that they are, it fact, people who have lousy days at work, come off breakups and are distracted by things for no particular reason, because gamers like to pretend they're funky rational interest robots when they really, really are not.

The reason why they'd rather go for actual play instead of overdefining stuff is that in real situation everybody can "feel" what is "right" and what is "wrong" during play time. They are trying to put words on these feelings and so far, they have failed.

No, they are in intense denial of these feelings, as a rule. Of course, 90% of actual play threads come from GMs or alpha players projecting their interests onto the group, so AP posts are nicely indicative of the ego-states of one guy posting, and terrible when it comes to what anybody else in the group thought.

Denigrating the forge, IMO, is like being a early 1900's physicist denigrating quantum mechanics or general relativity. Nobody could understand it yet because there was a breaking through pending. I'm such in a few years from now it will all make much more sense and be integral part of RPG designing in the mainstream industry (4E anyone :p )

From an Arts perspective, it's the other way around. In fact, it is amazing how much Forge business resembles the flailing of 19th century thinking, with its totalist, essentialist postions.
 

LostSoul said:
I don't see how else you can interpret it, honestly.

I have a hard time believing that you honestly mean that, as you've already admitted that reading several Forge essays is a requirement to interpret the phrase as you have. In short, it's pretty easy to interpret the definition given by Vincent as a meaning lot of other things, provided that one doesn't first go do a lot of research (indeed, at least one person on this thread has already supposed that Narrativism has something to do with narrative or literature, neither of which is necessarily true according to Forge canon).

I could be wrong when I relate an "engaging issue or problematic feature of human existence" to moral or ethical issues, but I don't think so.

Well, according to the Glossary definition, that isn't a qualifier of Story Now. So one Forge founder says X and one says Y. According to the Glossary, the only qualifier of Story Now is that it address premise through actual play, and premise, while it may be an engaging issue (that's an extremely vague qualifier, but I digress) is not necessarily engaging. Likewise, premise is not necesssarily a "problematic feature of human existence" (which, again, is quite vague and not necessarily a moral or ethical dilemma).

This is a perfect example of what I'm talking about where the lack of definititive explanation of terms is concerned. Clinton's Glossary states one thing whereas Ron's essay states another thing entirely (it adds a qualifier absent from the Glossary definition). Which is odd... given that the Glossary definition post-dates the essay. So, perhaps, it's that the official Glossary drops a qualifier? Either way, the two definitions (each issued by a Forge founder) are in conflict on a fundamental level.

Narrativism is Story Now. Story Now is defined in the quote above (from the Narrativist essay). I'm just not seeing the disconnect here.

Story Now is also defined by the other Forge founder in the glossary - and what's more, therein it is defined differently. The definition of Narrativism in the Forge Glossary refers the reader to the entry for Story Now (which, BTW, didn't come into being until three or more years after 'Narrativism' did) that, in turn, explains Story Now as being only one feature of Narrativism and cites the entry for Creative Agenda as a qualifier.

Now, if you choose to ignore the existence of one definition and embrace another as the only one that matters, that's certainly a choice open to you - but making that choice doesn't mean that the contradictory definitions cease to exist, nor does it address the basic logic flaws that assert themselves as a result of these tenuous defintions. So, what is Narrativism? Ron, Clinton, Vincent, and Yourself all provide a different answer to the question insofar as qualifiers are concerned:

  • Ron Says: Narrativism is Story Now, a Creative Agenda that addresses an engaging issue or problematic feature of human existence.

  • Clinton Says: Narrativism is a Creative Agenda whose primary feature is Story Now, a Creative Agenda* that addresses premise (a thing that, by basic literary definition, is not necessarily tied to either of the two things that Ron suggests it is).

  • Vincent Says: Narrativism is people who want to Say Something (in a Lit 101 sense), a definition that neither quantifies Narrativism or Story Now in and of itself - instead it only draws a vague comparision to basic Literature courses as taught by a Univiersity.

  • You Say: Narrativism is Story Now, a Creative Agenda that specifically addresses moral or ethical issues.

Now, if one is to objectively evaluate all of those answers, they'll see that they're all quite different. Ron's defintion presents only vague qualifiers that are completely open to interpretation, Clinton's definition specifically defines a qualifier but differentiates between that qualifier and the thing that it qualifies in addition to suggesting that more qualifier exist, Vincent's definition addresses no qualifiers, and your definition specifically defines a qualifier that neither Ron nor Clinton do :D

Of the 4 definitions, I think that Clinton's comes the closest to being objective as it utilizes terms that it attempts to objectively define via external reference and, in doing so, actually attempts to answer the question 'What is Narrativism?' definitively (sadly, it stops short of telling the reader what Narrativism is, other than a Creative Agenda characterized by Story Now*). As to which definition is the most worthwhile...

At the present time, I'm going to say none of them - Ron's is entirely subjective, Clinton's is incomplete, Vincent's doesn't define anything in and of itself, and yours is extremely narrow, holding out one qualifier as the 'be all, end all' (e.g., moral and ethical dilemma). As they stand, I'm not convinced that any of those definitions are useful when applied to the Big Picture (i.e., the hobby as a whole). I think that Clinton's definition has the potential to be useful (ditto yours, if you widen the scope), but Ron and Vincent's definitions only seem to facilitate the need to sound important, as they stop short of defining anything in objective terms (well, and again, Vincent's doesn't even try).

Sincerely,
James D. Hargrove

*This might be viewed as a logic error if one asserts that a Creative Agenda cannot inform another Creative Agenda or that Narratvism and Story Now are the same thing (Clinton asserts that the latter is not true in his definition).
 
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Bastoche said:
Denigrating the forge, IMO, is like being a early 1900's physicist denigrating quantum mechanics or general relativity. Nobody could understand it yet because there was a breaking through pending. I'm such in a few years from now it will all make much more sense and be integral part of RPG designing in the mainstream industry (4E anyone :p )

Bam! And there it is! The infamous 'If you question it, you just don't get it!' mantra. I suppose it was only a matter of time :(
 

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