DIE DIE DIE DIE!
(How could you, you fiend, after such a wall of text?!? )
(How could you, you fiend, after such a wall of text?!? )
You draw your conflict resolution concept from DitV?
Tsk. Splitting semantic hairs, I think.
You see, I've played a pretty wide gamut (seriously, over 25 years so far) and I'm back from the land of hardcore immersion play and wandering in the land of "don't give a monkey's as long as its fun for me and the group". I don't subscribe to the GNS model but if one were to use that then I'm now running narrative-oriented games with a light dose of gamist system in a simulationist world.
What do you feel role-playing actually is, or perhaps is for?
To have fun exploring and playing with an imaginary world through a lightly orchestrated sequence of story-linked scenes where the characters are always the central focus, purely because they're the player characters. [...] I guess that's in the realm of "orchestrated collaborative improv"
I contend it's all role-playing as it succeeds at the test of "players taking on roles in an imagined circumstance".
I like to think what my players get out of one of my games is discovering to various extents what the situation, setting and story is really all about. (1) I cannot however be devoid of providing players what they get a kick out of - which is numerous. If the Mother May I approach can be utilised to achieve that, and hence hopefully fun, I see no problem. (2)
I think ultimately, being a format of gaming that is very much defined by the people involved through its sheer nature parallels are always going to be able to be drawn between it and other mediums, and other games. As to "Mother May I", I don't disagree that a parallel can be drawn at some level however, due to the malleable nature it is able to shift focus or eliminate that aspect if that's what the group wants to do. (3)
Isn't this all about permission to play? If so, isn't defining permissive boundaries what game contract is supposed to help with?
[Mother May I games] seem to be the games where the needs of the game story outweigh the needs/interests of the players (or, perhaps, their characters).
Some friends still game once or twice a week but I find that my interest in sitting on the player side of the table has dwindled hugely (partly due to me being one of the few who actually talks game contract) and for my own purposes having larger gaps between sessions allows me the preparation time I desire to keep a coherent game.
However, I would contend that your usage of the [GNS model] terms is incorrect, or at the very least, severely outdated.
Creative Agendas are about RPG sessions and arcs of play, and specifically about the social interactions between the real people at the table.
As to what it's for, well, I can pretty much engage at full fun into any of the three Creative Agendas.
But mostly, for me, role-playing is a process of self-discovery, and a process of getting to know more about the people I'm playing with.
The problem with [online] play [is that it] decays into a self-centered portrayal of everyone's character and jiving off of everyone else's portrayal, but there are no scenes and there is nothing to engage
To me, in role-playing, it's not the players that take on the roles, but rather, the characters. The players are there to explore the characters' roles, not to act them out.
Mother May I is not really about permission to play as much as it is about how to play correctly.
It's easy to underestimate the structural impact such a "minor" point of game contract has regarding the mode of play at the table.
But, they can also be a GM that is overly invested in catering to the characters and/or to the players. It's just that the players, and indeed the GM himself, has no tools, no tools whatsoever, to let the players, well, play.
I read this as one of the most eloquent descriptions of Agenda clash I've ever seen.
for some reason, the darker, more insidious aspect of Player Burnout gets almost no attention
Yet, despite the fact that almost no game text out there actually has any rules for how to actually play the damn game, no one seems to care...
Zooggy said:Not the rolling mechanics, even, but simply the fact that, if you're playing by the rules, then before the dice even hit the table, everyone around the table must be very much aware of what is at stake, what it will actually and concretely mean to win or to lose.
Zoogy said:waxed poetic
Zooggy said:The problem with RP in MUSHes and MMORPGs is just the "orchestrated" part: without "orchestration" (or, to use a better term, "scene framing"), play decays into a self-centered portrayal of everyone's character and jiving off of everyone else's portrayal, but there are no scenes and there is nothing to engage, in any of the three agendas.
Zoogg said:1) Were I you, I would abandon the "like to think" thing and endeavour to make sure, through some open dialog with your gaming group. Then again, you strike me as a player with a rather diverse portfolio and background, so you probably know this already.
Zooggy said:3) This, however, is key. Most groups don't even realize these phenomena exist and are eroding the fun value of play, so they actually aren't able to shift out of or eliminate their only model of the fundamental structure of role-playing.
Zooggy said:Mother May I is not really about permission to play as much as it is about how to play correctly.
Zooggy said:Yet, despite the fact that almost no game text out there actually has any rules for how to actually play the damn game, no one seems to care...
Ronin Storm said:My answer to this is to not ask the question so directly and instead spend a shared pre-session discussing the nature of the game, the characters we're interested in playing, the ways that will mean that the players may interact (which is particularly of note when a leader role comes into play) and what style of game the players can expect from me and each other. This started off pretty heavy weight maybe six or seven years ago but I've lightened the tone a lot and this seems to help get to the shared understanding we're looking for.
Ronin Storm said:I think I see where you're coming from in this, [...]
It's a fairly fine point, though.
Ronin Storm said:Here's a test question for you: who owns a player's character?
Ronin Storm said:What should we be discussing, pre-game, that would help us play together without any of us burning out or otherwise spitting curses at each other?
I wrote an article a while back stating "you are not your character". Took a lot of fire for that, as I remember.
The trouble I find is that they're terms that only seem to help those already well versed in their meaning and interested in the mechanics of player interactions within their role-playing sessions.
I read through your description there and I found it difficult to identify my own play in that. I guess, as you say, the default ground is in narrative but I can't help feel that this doesn't really describe what I look for and that I'm more a pick-and-mix gamer.
The "sit in the bar and pose about nothing in particular" scene. They can be fun, occasionally, from a creative writing point of view but I find the implicit contract for a particular location varies according to its use and level of public traffic. Thus, a public bar might attract craziness with a minimum of consent but generally a total lack of depth, where a private structure may draw an invite-only crowd gathered for a particular purpose.
I'd argue that the players are the only vehicles through which the characters are realised and thus the players are responsible for taking on their character's roles. [...] the players themselves adopt, on behalf of their characters, particular stances that are appropriate for their character.
Tools to play. Interesting concept. What're you thinking, here?
Here's a test question for you: who owns a player's character?
What should we be discussing, pre-game, that would help us play together without any of us burning out or otherwise spitting curses at each other?
I guess I'm wondering if there's a level of proforma for game contract that is worthwhile, perhaps even tilted towards particular Creative Agenda if that's your thing.
Firstly lets get off the bat the tabletop RPG vs. MUSH vs. MMORPG vs. video game RPG vs. roguelikes etc. etc. are all variations on the common theme (which I fully understand you are not disputing).
As an EvE player, this mammothian (I like my bastardisation) sandbox, there is a very fine line as per what we can and can't call RP - but then again we're back onto the semantics of terms; but just to elaborate in EvE a lot of my personal assumptions can come into play and with varying degrees I can get involved in this so called Naritivism which can then lead to personal investment in the game and almost blur the lines of me and the character.
I didn't overly want to touch on this as I believe [playing correctly is] a very contentious issue. Playing correctly can bring a slew of assumptions, as well both positive and negative connotations.
Recently I even tried with nWoD as "on first impressions do you like to dislike each other" idea where everyone wrote down if they like or dislike another person purely on what that player had said as part of the character gen. I tend to have this as part of my standard game prep.
A players character is owned by the player (not necessarily the one who gen'd it). It is theirs, and solely theirs to guide as they see fit. A system can then be utilised to put boundaries on that character, or to aid in the boundaries based off of communal interest. Now this is where it gets tricky, the impact (or efficacy) of that character is something that is described and taken on board by the group at large. I would certainly say the impetus comes from the player, but how that plays out is a woven mess from both the player, the player trying to utilise a façade, other players (including the GM), or even down to an area of inspiration such as source material.
I feel that this method of introduction, THEN character design based on relatively detailed knowledge of the setting ended up in a much better start than if we'd sorted out characters first.
If you want to find me on the flow chart i end up at GM burnout. I've been there once or twice already. The good news is i bounce back fast. Bit of an amateur novelist apparently...