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Bret's character, Red, a 13 year old girl who, back in the real world, was physically abused by her father, is going to see who the Overlord of the Rock Knights is and . . . . .Pull: The characters are entering their first fantasy city and they come to a sign laying out the city's major points of interest. I ask each player, including myself, for a point of interest on the sign, thus creating the city.This seems to be a pull. I mean, there could be some stuff going on in the background where the GM will reject the things the players say, or where this or that -- but given a functional group that isn't playing head games, an invitation to create a part of the world that you find interesting seems pretty pull to me. Bret's character, Red, a 13 year old girl who, back in the real world, was physically abused by her father, is going to see who the Overlord of the Rock Knights is and *dun dun dun* it is in fact her father, who she hasn't seen in years.I can't answer. This is like the "Matt says Fred is thrown in jail" above. Unless I know who started the idea, what flags the player has, and how the GM got to this point... I just can't say if this is push or pull.
She set me up so that she brought the two characters together, set up a crazy dynamic situation in which she was happy and secure, and then basically said to me, "Now you tell me what you think about this, you finish it because I've already finished my part." Because of the momentum of the game I could not stop and let it there, and because she stepped back and left the space there, I had to step in. Otherwise the game would have sucked.
Okay, so ... this happens endlessly in actual play of Capes. I can go into any con and make this scenario happen inside of five minutes.
TONY: ... in these troubled times we need a living symbol to remind us all that America stands for Justice, and Justice will always lead ... to VICTORY!
ANYONE: God. Major Victory is just ... so ... aaagggh!
TONY: Oh, you know you like it! Come! You will be my new sidekick, and I will teach you the ways of heroism!
ANYONE: Oh, dude ... stay the hell away from me!
TONY: You can have tights and tight shorts! All the sidekicks wear them! Here, I will add "Goal: Make Spark-Boy into Major Victory's new sidekick!" ANYONE: Okay, that's it! I'm slapping down "Goal: File restraining order against Major Victory" ... I want a five hundred yard radius, guaranteed, you freaky-ass stalker!
TONY: It's not me that's stalking you ... you, my young friend, are being stalked ... by DESTINY!
Now this looks, to my eyes, like what's been defined so far as both Push (I'm strongly contributing my own material and forcing people to accept it) and Pull (I'm leaving a great big horking load of opportunities for them to respond and drawing them into doing so). Indeed, the harder I push Major Victory the more it Pulls a response.
Are these things supposed to be opposite ends of a spectrum, or are Push and Pull two independent issues? Can something be neither Push nor Pull, or both Push and Pull?
Thomas: Nope. I don't see the distinction that you're drawing ... like, at all.
Pushing is trying to get someone to do something by threatening something they want to keep safe. Pulling is about trying to get someone to do something by offering them something they desire to have.
So what happens when, in a single moment, I clearly convey the following: "If I win then you have to be Major Victory's sidekick, but if you win then you get to tell him off and leave him sobbing in the gutter"?
Your two categories are not distinct. Single actions can be both Push and Pull by your definition. Almost every time you're setting hard Stakes, you're offering both an opportunity and a threat.
So if you're cool with Push and Pull happening at the same time then let's discuss it in that context. But if you want to argue that a Push can't be a Pull abd a Pull can't be a Push then I'm still not convinced.
Faerieloch wrote:
The difference isn't always an additional sentence, sometimes it's just the way you state something.
Uh ... doesn't that put Push and Pull into the eye of the beholder? Like, if I ask you "Hey, you wanna come over tonight? We're watching movies," and I'm trying to be deadpan, but you hear it as "Hey! You WANNA come over tonight! We're watching moooOOOooovies!" in a cajoling tone then I'm Pulling but you're being Pushed?
Did you know that, in physics, there's no such thing as suction? It's true. You cannot apply force by creating a vacuum. The only thing you can do is remove one of a pair of balanced forces, in this case air pressure on one side of an object that is normally the exact balance to the air pressure on the other side of the object.
Now that looks like applying force through suction, until you get right down to it and examine things closely ... and then you find out that you were wrong the whole time.
I'm seriously considering the possibility that Push and Pull don't exist, and that the reason I don't get it but other people do is that the other people are wrong. I'm not dead-set on that yet, but I will say that this thread is pushing (or perhaps pulling) me very strongly in that direction. The more people explain, the less it all seems to make sense. Just FYI.
So what happens when, in a single moment, I clearly convey the following: "If I win then you have to be Major Victory's sidekick, but if you win then you get to tell him off and leave him sobbing in the gutter"?
Thomas, it's clearer, but I think it is (though very much well-intentioned) mistaken.
I'm making a disjunctive statement to you people to make clear what's happening. In Capes, I would just throw down a 3x5 card on which is written "Goal: Major Victory convinces Spark-boy to join on as his sidekick!" and that would communicate the same thing.
And, in fact, even that would be the elaborated version of the dynamic ... the very first iteration, which spends extra time (to the tune of two seconds reading the card) in establishing the stakes. When I later pick up a debt token and place it on the card, am I pushing or pulling? I am, in that physical movement, both threatening to contest the goal more powerfully and setting up several types of possible reward for the other players to pursue.
It sounds to me like that is both Push (threatening to take away something they value) and Pull (offering a reward they can pursue). What do you think?
I feel like we're going in weird places with all this talk about threat and input and so forth; it's a social dynamic so we should think of it at that level.
My suspicion is (oversimplified): Pushing invites opposition, while pulling invites collusion. Crucially, they both draw in another player's input, but they differ with respect to how it interacts with what has gone before.
Okay, I've got a follow-up question.
Three different, actual, instances of play: They both begin the same way, with me adding "Goal: Convince X to become Major Victory's sidekick," and playing it for all its obnoxious worth.
Was I doing different things, as regards Push and Pull, when I ran my standard Major Victory script for these different people? In short, is it only possible to evaluate Push or Pull after you know how the other player responds?
How are we to know, without knowing the initial conditions? Response is only half of the information.
Was I doing different things, as regards Push and Pull, when I ran my standard Major Victory script for these different people? In short, is it only possible to evaluate Push or Pull after you know how the other player responds?
So ... I know nothing about any of these people. You get that, right? I'm running a demo script for people who walk up to the table. We have zero pre-existing relationship.
Given that, do you see how it is hard for me to answer questions about how the initial conditions differed from my point of view? From my point of view the initial conditions were absolutely identical.
Now, Thomas: You said something I find very interesting. You said that whether I am Pushing or Pulling is defined by how others perceive my action ... even if I'm doing exactly the same thing. Is that right?
So ... I know nothing about any of these people. You get that, right? I'm running a demo script for people who walk up to the table. We have zero pre-existing relationship.
Given that, do you see how it is hard for me to answer questions about how the initial conditions differed from my point of view? From my point of view the initial conditions were absolutely identical.
Now, Thomas: You said something I find very interesting. You said that whether I am Pushing or Pulling is defined by how others perceive my action ... even if I'm doing exactly the same thing. Is that right?
Thomas: This whole "Context matters" thing? I think it's a circular argument that basically turns your entire definition of Push/Pull into meaningless pedantry. Here's why.
People (you included, I do believe) are offering me Push/Pull as a tool for understanding my own behavior and how it effects others. "See, Tony, when you Pull it entices people with the offer of something they want, and so they pursue it, but when you Push it engages people with the threat of something they don't want, and so they resist. So if you want them to pursue then you should pull, but if you want them to resist then you should push."
So I say "Okay, so how do I Pull? How do I know when I'm doing it? How do I get better at doing it?" Reasonable questions, yes?
And I get the response "Well, you can't really choose to do it ... it's up to the people on the other end. If they perceive you as offering something they want, and they pursue it, then you're Pulling. If they perceive you as threatening something they don't want and they resist then you're Pushing."
Which means that your argument, when expanded is:
Which is a meaningless circular definition.
I could do meaningless circular definitions too, if I were so inclined ... I could say things like:
There's an important distinction between entertaining your players and distracting them. Entertaining will help your players have happy lives outside of the game by filling them with joy, while distracting them will make them miserable by giving them a way to avoid solving their own problems. Oh ... you want to know how to tell the difference between entertaining and distracting? Well, context is king. If the players are happy outside of the game then you've been entertaining them, but if they're miserable then you've been distracting them. If so, you better stop that right away, you jerk!
Now, Thomas ... you're being a tremendous sport about discussing this, and I respect you greatly as a person because of that. I want to make absolutely clear that it's your ideas I object to, not you personally. People get confused about that very easily, so I wanted to make it infinitely clear. I disagree with you as respecting, friendly peers can and will disagree on points they hold passionately. Are we cool?