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Posted By: CalvinoHowever, the system is not built for antagonism between players. It has no checks and balances, no central GM authority with final say on matters. All is very loosely held and allows for very much fiddling. And in fact, it is, as I previously noted, more or less presupposed that players will in fact act in concert to make a good story.Isn't this true of something like...oh...a pickup basketball game? There' s no referee and there is definitely player vs. player antagonism, but having a fun game relies on everyone following certain agreed upon rules. The fun depends entirely upon competing players cooperating within system.
Posted By: Ben LehmanHey, Karl.
I can't quite follow what you mean by "actor." I mean, I get the stuff about author, narrator, text, reader. But I don't see the direct corollary to RPGs. Can you elucidate it?
Additionally, and probaby because I can't understand the above, I think that there's something odd going on with your analysis. Particularly, you seem to have an unspoken axiom at work: that cooperation and competition are opposites, and cannot meaningfully coexist. Are you actually saying that? Because it's flatly not true.
Posted By: cydmabQuick version: I disagree that Polaris conflict statements are anything but player versus player. I have one vision of what should happen next, the mistaken has a different vision, the conflict mechanic helps resolve this "conflict" between player-level visions.
Posted By: noclueIsn't this true of something like...oh...a pickup basketball game? There' s no referee and there is definitely player vs. player antagonism, but having a fun game relies on everyone following certain agreed upon rules. The fun depends entirely upon competing players cooperating within system.
Posted By: Anders Larsen
Do you have any though about how this could be used if we are more conscious about it?
Posted By: Ben LehmanOkay, but why should I believe that such a thing exists in the context of a role-playing game? I mean, for instance, there's not really an equivalent in oral storytelling: the narrator in that case is strictly the person speaking, who is also the author. Role-playing seems to have more in common with that than with written prose fiction.
Posted By: Calvinobut rather, to that wild brute who wants to win no matter what.Does anyone else feel a sense of irony talking about victory in a discussion of Polaris of all things?
Posted By: Per FischerThere's no "best way" to play the game as you can be Roach infested by drawing a card, so I think the analysis is faulty.
"It should be noted that "winning" the Shab-al-Hiri Roach is like "winning" a mustard gas barrage <...> Don't fixate on victory, fixate on crafting Scenes that will be outrageous, memorable, and fun to play.
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I don't see how that matters. Sure, there's an element of chance that can keep you from winning. But there's an element of chance in Poker, as well. Does that mean that there is no "best way" of playing Poker, because you can be dealt crappy cards throughout the game?
In Polaris, the Heart speaks for the hero, the Mistaken for the villains. In order for a good, dramatic story about this conflict to emerge, these two players must to some extent take the "side" of their respective characters.
Posted By: CalvinoThe criticism is based on the seeming incommensurability between these two uses: there is no sense in having one kind of currency which gives the character either power over the story — used to introduce cool ideas and make the story better — or tactical advantages that help the characters along, since these two goals, better story and tactical advantage, are often opposed to each other. This has led some to wholly reject the use of my-turn-to-say-something points in their game design, claiming that they could not possibly work. However, I think it's an empirical fact that they do work, and that we need to try to understand why, if the criticism is right, this is still the case. And here, once again, the actor comes along to help us. On my hypothesis, the solution to the mystery would simply be this: the player, when using my-turn-to-say-something points, simply constructs an actor which takes care of one aspect of the point use — either the "better story" or the "tactical advantage" aspect — while he takes care of the other aspect himself.
Posted By: Callan S.Hi David,
Why are they shifting back and forth? My estimate is that culturally it stems from the idea "If playing a certain way would seem to be unfun, or currently feels unfun, it mustn't be the way the game was intended to play". Since this is in charge of the back and forth, that makes it the fulcrum point.
Posted By: BurrI'm confusing myself here...
Let's say "the system" is the process that each player believes he or she is expected to follow by the group. Furthermore, as you said, the actor exists wholly on the plane of the system. If the actor exists wholly on a plane of group expectations, then the actor would have to be cooperative on some level, even in a game that requires antagonism to work.
But if the ultimate goal of the game is to cooperatively create a story, then everything "above" the actor also has to be ultimately cooperative. So who does the antagonizing? There could be yet another level below the actor, a sub-actor. But this sub-actor would also exist wholly on the plane of the system, and so it would also be a representation of group expectations and thus ultimately be cooperative in nature. We could keep adding an infinite regress of actors without ever solving this problem.
Posted By: Callan S.
As I understand it, that's what the 'actor' is here - it's a persona generated from the above missconception, that gains it's strength from the idea 'It's all about the fun' - even if the actual text is explicitly meant to not be fun. For example, I could write a game which is supposed to be annoying and unfun. However, if I handed it to someone used to playing out this actor, the persona would interpret how it's 'meant' to be, finding some sort of fun interpretation. Of course thats not it's intention, I wrote it it to be annoying and unfun. The actor basically denies the truth of the situation.
This "as if" can be expressed in another way: the player creates a virtual persona, the actor, who has an antagonistic agenda, and when this antagonistic agenda is required for the system to work as intended, the player hands over control to the actor.
This, then, is what I mean by an "actor": a virtual persona created by the player in response to the system, who is allowed to make certain decisions according to "his" agenda in order to make the system work as intended.
This brings out an interesting idea: you design a game that's "broken", on purpose. But it's broken in a way that can be fixed in several ways. This would allow the play group to "fix" it in a way that's coherent with their preferred playing style. I'd say that the Roach works in this way, from a certain point of view. You can't always go for both the win and the good story. Some groups may play the game more competitively than others, who go more for the story. It's like a dial, only it's not set consciously.
Maybe this could lead to problems with groups that have divergent preferences within the group itself, though?
Posted By: HituroI'm not seeing where the mention of unfun comes from. I'm saying people switch roles for the most fun, not because the other is unfun. You might pursue the gamist goal where your character is neutral on the subject, and pursue the character's goals to the detribute of gamist excellence the rest of the time, but you are having fun all the time. Where does the unfun come from?
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