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    • CommentAuthorClinton
    • CommentTimeOct 17th 2008
     # 1

    I recently found this free e-book, Quick Primer for Old School Gaming. It's full of ideas that go directly against a lot of modern game design, yet really struck home for me. It's got these four "Zen Moments:"

    1. Rulings, not Rules
    2. Player Skill, not Character Abilities
    3. Heroic, not Superhero
    4. Forget "Game Balance"

    I dig this paragraph:

    Most of the time in old-style gaming, you don’t use a rule; you make a ruling. It’s easy to understand that sentence, but it takes a flash of insight to really “get it.” The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on. This is why characters have so few numbers on the character sheet, and why they have so few specified abilities.

    When I first read this, I cringed, thinking about the idea of hard GM fiat. Reading it again, though, I realized it's kind of player-empowering. The people I play with are cool, and we don't screw each other over. I'd trust any of them to be the arbitrator for an in-game event, and in reality, we do this every week. If looking up a rule is taking too long or is boring, we skip it and use an extrapolation from the rules we do know.

    Something about this pamphlet scratched an itch I'd been having a lot recently. I'd be curious to know what your reaction to it is.

    • CommentAuthorkomradebob
    • CommentTimeOct 17th 2008
     # 2
    I'm going to point again to the idea that players at different ages ( say prime rpger age of 12-22 versus older gamers of 28+) react differently to this concept (GM Fiat/Rulings).

    I realize that the issue is much more complex than a simple one of age, but I really see a clustering of GM Fiat Issues around the younger age group that simply aren't there with the older group, or at least not in anything like the same numbers or the same intensity when clashes occur.
  1.  # 3
    I liked it when I read it some time back. I've for a long time been a big fan of many of the things the author identifies as typical of old-school gaming. I raved about this stuff in my blog last winter a bit, and now I'm running a D&D campaign of sorts that works pretty much like this. Old modes of adventure gaming have lots to teach us here in the modernity, as long as somebody takes the time to actively look and see what they can adapt and really verbalize from the murky accounts of yesteryear.

    I'd write more about individual points such as game balance, but really it would devolve into a demented rant against and for many things I'm passionate about in fantasy adventure rpgs. I'd rather save that stuff for my blog, where I'm not actively annoying people and "harshing the zen" as they call it here.
    • CommentAuthorValamir
    • CommentTimeOct 17th 2008
     # 4
    Yeah, this isn't so much Old School as it's REALLY Old School. From all the way back in the day.

    These concepts come directly from the days when "gaming" meant historical miniatures wargames. Even though a battle might represent 100,000 men involving 1500 lead figures (all authentically painted, of course) the rules for such a game could fit often on 1 sheet of paper (or at most a very thin pamplet. With the data found on the army lists, you'd play...and time would pass and the referee would be regularly called upon to make a "ruling". In tourney play veterans of the circuit would sometimes tailor their tactics based on how a particular referee typically ruled (much like pitchers will tailor their pitches to how big of a strike zone a particular umpire calls).

    And that was the way it was...and people liked it.

    So those early games were very much "here's what I do", "here's what happens" back and forth...then "Story" reared its ugly head and the desire to actually tell a story through play rather than just do stuff and see what happens. And that's when the rules explosion happened with rules to force players to play more a certain way and then more rules to protect players from GMs and on and on until we get the cruft and baggage that today we typically think of as characterizing "Old School".

    Which is why I'd call that how to play REALLY Old School. That was Old School when Old School was still New School.
    •  
      CommentAuthorBrand_Robins
    • CommentTimeOct 17th 2008 edited
     # 5
    The "heroic not super heroic" one is the one that rang loudest for me. I mean, I love, love, love superheroic games... but I've also been recently frustrated with the seep of superheroes into everything, all the time.

    I also loved the line "The rules aren’t fragile, and the game doesn’t collapse if someone makes a little mistake or one character is temporarily more powerful than the others, or an encounter is “too hard.” Sometimes the referee will make a bad call. These aren’t tragedies."

    Shit man, fuck yes. Too much seriousness and whining and constant attention to system can be just as bad as too little.

    At the same time, I remember how much, how very much, I used to hate the "no, your thief doesn't know about traps, you the player have to figure that shit out" of the old days. Too far in either direction annoys the fuck out of me.
  2.  # 6
    That's a cool read. Especially since I'm starting a hippy fantasy game tomorrow. Thanks.
    • CommentAuthorPaul T.
    • CommentTimeOct 17th 2008
     # 7
    Wow, that illustration is pretty amazing. Kind of like some sort of dungeon crawling fever dream.

    This "primer" also reminds me of many good things about "old school" gaming. For instance, I really, really didn't like how D&D 3e and onwards classifies all the cool stuff you can do as special abilities... in such a way that most people can't do them or try them. Want to trip someone? You need to buy an ability. Yuck. I agree with the author of this Primer that giving latitude to creative actions can be more interesting than just participating in a tactical game with well-drawn boundaries.

    I'm looking forward, though, to games like Red Box Hack and Storming the Wizard's Tower, which give you some actual ways to deal with those things without it all coming down to fiat.
  3.  # 8
    Posted By: komradebobI'm going to point again to the idea that players at different ages ( say prime rpger age of 12-22 versus older gamers of 28+) react differently to this concept (GM Fiat/Rulings).

    I would only agree about very young players - where they really see things only in black and white and are extremely egotistic and competitive. Even slightly mature ones recognize that gaming (even Monopoly) is a collaborative experience.

    The irony is that it requires the authority of a book to get gamers to question the authority of another book.
    • CommentAuthorkomradebob
    • CommentTimeOct 17th 2008 edited
     # 9
    Posted By: Number6intheVillageI would only agree about very young players - where they really see things only in black and white and are extremely egotistic and competitive. Even slightly mature ones recognize that gaming (even Monopoly) is a collaborative experience.

    The irony is that it requires the authority of a book to get gamers to question the authority of another book.


    I used a bigger spread of ten years that I thought covered the majority of times where that attitude is most prevalent. I don't think the bolded part is by any means universal, just more likely to occur in that age group.
    • CommentAuthorGeorgios
    • CommentTimeOct 17th 2008
     # 10
    The only thing I dislike is the ridiculous strawman of "modern gaming" that is used to contrast it to the awesome and fun of "old school". I think at its core it's really just some rock solid advice on playing roleplaying games, and there's really no need to attribute it to one "school" or the other.

    I was quite amused though to find "follow the fiction" and "rules not rulings" to basically encourage the same idea, but coming at it from completely different directions.
    • CommentAuthorbankuei
    • CommentTimeOct 17th 2008
     # 11
    The irony is that it requires the authority of a book to get gamers to question the authority of another book.


    I think it's important to have context here though: Most D&Der's entered the scene by AD&D 1E or 2E, which was filled with Gygaxian advice about how the GM is god and must control the players and books filled with idiosyncratic house rules and charts for everything.

    And, as far as anyone knew, it was -how roleplaying was done- unless you were exposed to a group who did otherwise OR stumbled upon it yourself. Can't blame people for not following game advice which wasn't included in the manuals (and, probably, the opposite was written).

    So yay. Crucial rules 30 years later. I feel like between "Say yes or roll the dice" and Beast Hunters there's really nothing here modern design hasn't already kicked out the water.
    • CommentAuthoredheil
    • CommentTimeOct 17th 2008
     # 12

    When I read all this stuff about old school, it just sounds like Tunnels & Trolls to me. Except Tunnels & Trolls was more elegant and made more sense than old school D&D. In my completely objective, unbiased opinion.

    I guess that's because the T&T ruleset froze in 1979 and only recently thawed and began growing organically again.

    And T&T wasn't a reaction to AD&D like so many other games, it was a reaction to OD&D.

  4.  # 13
    Posted By: GeorgiosThe only thing I dislike is the ridiculous strawman of "modern gaming" that is used to contrast it to the awesome and fun of "old school". I think at its core it's really just some rock solid advice on playing roleplaying games, and there's really no need to attribute it to one "school" or the other.


    My very first exposure to roleplaying was with the very first edition (second printing) of D&D in 1974 - but the guy who ran it was anything but "old school." It was almost completely free form.
    • CommentAuthorMeserach
    • CommentTimeOct 17th 2008 edited
     # 14
    Fascinating artefact, this. And what it describes is a mode of play which I think is often very functional, its main problem being that it puts a lot of responsibility, power and trust in one person, the GM, leaving the quality of the experience almost entirely in their hands.

    Thoughts as I go through...

    RULINGS NOT RULES

    The thing here is that the players don't get input into the rulings - sure, they challenge the GM to explain his rationale, and may be more or less satisfied with it, but they don't get to bargain.

    Now, that may work perfectly well for your group, but what it definitely does do is place the GM in a position of high responsibility and high trust. Everyone has to go into the things with the concept that "hey, Bob's a great GM - he's fair, even-handed, you can trust him not to screw you".

    That's fine - freeform requires the same kind of trust in everyone around the table. But it's a lot to project on just one person.
    • CommentAuthorMeserach
    • CommentTimeOct 17th 2008
     # 15
    PLAYER SKILL NOT CHARACTER ABILITIES

    The interesting thing that comes up here is what the Creative Agenda of the play is here. Is this a form of Gamism, where the player is encouraged to try and keep their character alive against a hostile background (hostile in the sense of not coddling the PCs, not in the sense of directly seeking their deaths)? But can Gamist challenges work when the rules are somewhat arbitrary?

    The temptation is to call this Simulationism - the idea being to heighten Exploration of a fantasy world, with the GM there to act as its physics, providing an impartial perspective on "what would actually happen". But then, that seems at odds with the idea that the player is encouraged to step on up to keep their character alive, even if this entails their low-intelligence character having sudden attacks of caution and good sense.
    • CommentAuthorMeserach
    • CommentTimeOct 17th 2008
     # 16
    HEROIC NOT SUPERHERO

    An aesthetic choice, this. And fair enough. I don't think this is actually mandatory to play in the way described by the other three Zen Moments, though.

    FORGET "GAME BALANCE"

    Again, the Creative Agenda thoughts. Despite how this all makes it sound, this is still Gamism, I think..

    I'm not concerned by the lines about challenges being inappropriate for party level, as I think you can perfectly well play Gamist games where deciding whether to run away and what challenges you can actually face is part of the overall challenge.
    • CommentAuthorffilz
    • CommentTimeOct 17th 2008
     # 17
    Yes, as far as I can tell, this is pure gamism.

    Rulings not Rules and the GM: In actuality, players DO have input. Baring the GM using an actual gun to force his players, players do always have a choice. A good GM and good players will work together and the players will actually contribute quite a lot.

    I'm not concerned by the lines about challenges being inappropriate for party level, as I think you can perfectly well play Gamist games where deciding whether to run away and what challenges you can actually face is part of the overall challenge.

    Yes. That said, in my mind, there is a sense to game balance. We just don't expect it to be perfect, or for the GM to not throw a curve ball occasionally.

    I've recently started an OD&D campaign, and this essay certainly informed my play. Our first session resulted in a TPK. The players were very disappointed, and since then, we've still had a high death rate, but other than some initial suggestions of starting higher than 1st level, the players are embracing the play.

    Frank
    •  
      CommentAuthorNeko Ewen
    • CommentTimeOct 17th 2008
     # 18
    Some parts I really liked, others not so much. At times it feels like by "Modern Gaming" the author basically means D&D 3.x, and I'd much rather he was up front and said that.

    The sections on "The Way of the Ming Vase" and Abstract Combat-Fu are very much how I've been running games that use Fudge and OVA, and I think is necessary for anyone who wants to make a game like BESM actually be interesting.

    On the other hand, "The Way of the Moose Head" describes things I just plain hate dealing with, as a player or as a GM. I don't doubt that there are GMs who can make it work well, and players who enjoy it, but to me it's the RPG equivalent of pixelbitching, and not at all something I find remotely interesting. Of course, I'm not particularly a fan of just replacing those with simple die rolls (which strikes me as just another kind of tabletop pixelbitching).

    There's a lot to learn from this kind of old-school gaming, but on the whole it's not for me.
    •  
      CommentAuthorKobayashi
    • CommentTimeOct 17th 2008
     # 19
    "Rulings not rules"

    In a Dread First Book Of Pandemonium game I ran, one player wanted his character to have a wooden peg. There are no rules for that and it didn't matter, we just rolled with the concept. It wasn't an Aspect to summon with a Fate point or a 15 points Flaw. It was just the character concept and that was all that mattered. He could as well have played a blind samurai à la Zatoichi.

    So "Gamist" ? I don't think so...
  5.  # 20
    Thomas: there is a bit more to the heroic vs. superheroic thing than just aesthetics. The key point is probably the way the players and the characters relate to the game setting; a "heroic" game is one where the players just absolutely don't have any recourse or empowerment outside of the agreed-upon immediate setting context, while I'd say that the author uses "superheroic" to mean games where the players expect to have empowering influence and presume to have their own wishes get priority over the setting of the game. In other words, a "superheroic" game tends to be one where the players win just because that's what "fun" is about, while in a heroic game you have to earn your victories. A stark contrast between the stylings often comes up when it comes to character concepts: if a player presumes that the rules and setting should bend to allow his very special half-cat half-girl character with magic moon powers to enter the game, then the player probably has a drive towards a "superheroic" game. So it's not all just aesthetics, there are systematic components to it, too.

    Or that sort of thing, at least it's a possibility. It's been a couple of months since I read that text, so I might be projecting my own thoughts. Food for thought, anyway.

    As for GNS, insofar as it matters, this is all clearly gamist play, no doubt about that, really. The concern heaped upon setting detail and realism and such is not a sign of simulationism, but of a keen willingness to provide and face the challenges of navigating this particular fictional situation. If anything, the willingness of the players to take the fiction seriously instead of jeopardizing it with rules-lawyering makes the gamist play work better.

    The moose head thing (which, if memory serves, dealt with the old-school method of finding traps and secrets by careful dialogue) is something I don't do myself, either - but that's just a matter of scale, not of technique! The exact same attitude of letting the player choices influence events are pretty prevalent in my current D&D campaign. For me in this space it's important that there is genuine communication of challenges and responses at the table, though - an old-school GM is often presented as laughing merrily as his subtle hints and warnings fly over the heads of players who prepare to do something that'll kill their characters, but I don't really see much point in that; for the game situation to work for me, there has to be explicit recognition of challenge on the player level, followed by efforts and either failure or victory. Just having the characters fail in something without the players even realizing that it's a challenge in the first place is pointless. So that's why I only do the moose head thing after making sure that the players realize that they're making a strategic choice by not searching a room with a comb. For example, if the characters know that there is a treasure somewhere in the area, but also are limited in time, then the moose head stuff is doable - the players need to balance the needs of doing the search with their time management, and there are grounds for conflict. Even then I wouldn't probably do a pure dialogue-based resolution, but rather a full-blown conflict resolution set up by that dialogue - if a player can just point out and say where the treasure is hidden, then that's that, but otherwise we'll have some descriptions of search technique, time spent and other constraints and then do some skill checks or whatever to find out if the characters are in luck. But that's all up to the dialogue with the players, as it's their choice how and what the characters do.
    •  
      CommentAuthornoisms
    • CommentTimeOct 18th 2008
     # 21
    Who cares whether it's 'Gamist' or not? I mean really, what does it matter where OD&D fits in the GNS model? I don't understand why it's an issue.

    I agree the primer seems to be a reaction against post-TSR D&D rather than modern gaming per se, and the author perhaps should have been more nuanced in his portrayal. But it works extremely well for what it is: an argument as to why 'old school gaming' deserves another look from people who've passed it over.
  6.  # 22
    Thomas mentioned the GNS thing, so I answered that angle out of idle interest. It might be easier to understand what the writer is trying to say if you can peg his proposed gaming style in a Creative Agenda mode - but of course, only if you're comfortable with using GNS. It's easy to ignore if you don't find it interesting.

    (Sorry if that was a rhetorical question.)
    • CommentAuthorMeserach
    • CommentTimeOct 18th 2008
     # 23
    Posted By: noismsWho cares whether it's 'Gamist' or not? I mean really, what does it matter where OD&D fits in the GNS model? I don't understand why it's an issue.


    Idle interest, mostly. And because in represented a somewhat interesting diagnostic problem in GNS terms. It's not any kind of an "issue", whatever that would mean, I was just curious.


    I agree the primer seems to be a reaction against post-TSR D&D rather than modern gaming per se, and the author perhaps should have been more nuanced in his portrayal. But it works extremely well for what it is: an argument as to why 'old school gaming' deserves another look from people who've passed it over.


    I don't feel the authour really needed to be any more nuanced - it's clear that the scope of what he's talking about encompasses only a very few games, and a subset of the philosophical approaches to said games. Viewed within that scope, it is is indeed a cogent argument in favour of its own philosophy.
    • CommentAuthorArpie
    • CommentTimeOct 18th 2008
     # 24
    I disagree strongly with the view of this publication as "empowering." It seems like it only empowers the GM, not the players.

    It specifically says things like "Rules are a resource for the referee, not the players." I mostly learn the rules to protect myself from... well, GM fiat, if you must know.

    Also, regarding the one-armed guy in the tavern: sometimes, when you're cutting down a tree, your axe slips.

    For me, this is what is so damn hard explaining the stuff I find neat about games like Prime Time Adventures or With Great Power... to people pushing Dogs or the World of Darkness System or even their special home brew version of Shadowrun. All these are great games, but they rely on the GM having that flash of insight which turns her from a tyrant into an enabler. Both pretty much use the same tools, but if everyone has access to those tools (and it's not just the GM doing the "ruling" ) then it's harder to be a tyrant.
    •  
      CommentAuthornoisms
    • CommentTimeOct 18th 2008
     # 25
    I think I came across as more snippy than I meant to! I was just puzzled as to why it was being discussed, since the author of the piece didn't mention it. I'm sometimes concerned that people make excuses not to give a game a chance because it seems too 'Gamist' or too 'Narrativist' and that's a huge shame.

    Regarding GNS, I think, as Jeff Rients once said, D&D is the point at which all theories about role playing collapse. The centre of the vortex, if you will. This is especially true of OD&D.
    • CommentAuthorJack Aidley
    • CommentTimeOct 19th 2008 edited
     # 26
    I don't find this an inspiring document; interesting to see how some people play but what I mostly see is a manifesto for the shoddiest of my roleplaying experiences. A mixture of pixel bitching and mother-may-I. You want to play without rules? Read Play Unsafe, and then go freeform.
    • CommentAuthorPaul T.
    • CommentTimeOct 19th 2008
     # 27
    Here's the thing:

    This kind of game can be a LOT of fun, given the right GM. Since the GM has practically 100% of the rules and authority in her hands, she is almost entirely responsible for the fun that results. A great GM can make a game like this a lot of fun! A terrible one will make it terrible. But it's, like, a high-level expert skill set that very few people master (in my experience).

    Personally?

    I've had great experiences in this style, but ultimately found it to be too frustrating too often. Games with more distributed authority not only let me have more fun more consistently, but remove the burden from the GM-figure, which means no one is getting "burnt out" or exhausted by all that pressure and responsibility.
    • CommentAuthorkomradebob
    • CommentTimeOct 19th 2008
     # 28
    May I suggest that one of the overlooked skills of this style of GM is to incorporate ( or steal) ideas from players and work them back in? The difference between the great GM vs. terrible GM that Paul T is positing may well rest heavily on that skill.

    The difference with ( some ) dirty-hippy gaming and this old-skool stuff, is that incorporation of player ideas ( and even understanding of game world "physics") is in the open.
    •  
      CommentAuthorLudanto
    • CommentTimeOct 19th 2008 edited
     # 29
    The document is a very good explanation of old-school gaming, I think, but it suggests that unfun things are the requirement for having fun.

    It's fun to be clever and find/disarm traps wtih your own player-intelligence, but in order to have that moment of fun, you've got to spend five minutes pixel-bitching every 5 feet of hallway.

    It's fun to be clever and find secret doors and such in a room, but in order to have that moment, you've got to spend half an hour poking, twisting, turning, shoving, tickling, polishing and licking every discernable feature.

    Common sense tells you that eventually the players are going to write up a "standard operating procedure" for all of this anyway, so why not just skip that step and make that S.O.P. an assumption under the banner of "I search it"?

    The bit about resource management was useful, though. At least, if you're playing this kind of game, there needs to be a penalty for wasting time on uneccessary fights or frequent rests.

    EDIT: Oh, and for a game that's supposed to be challenging to the players rather than the characters, without rules it just boils down to social engineering. Instead of "who knows the loopholes in the rules best" it becomes "who knows the loopholes in the GM best".
  7.  # 30
    The fact that the GM has a lot of power is not equivalent with the supposition that there is no system. One of my own goals in playing a lot of adventure fantasy this winter is to learn to verbalize the hidden knowledge - how the GM makes the choices that makes them a "great GM", and how he avoids making the ones that make him a bad one. When you manage to verbalize, you can write rules, and that's where the discoveries are.

    Just today we played a session with this very exact style we're discussing here, and although the GM had great power, there was no GM fiat. But perhaps I'll write about that with a full play report somewhere else.
    • CommentAuthorThanuir
    • CommentTimeOct 19th 2008
     # 31
    The point of the moose head thing is that there is nothing that is crucial to find; helpful, rewarding, interesting, dangerous, or some combination thereof, not but necessary. It is a simulation wherein one tries to do his or her best, not a line of breadcrumbs to follow.

    That's the vibe I have got from several old school blogs and some magedungeon-related threads in various fora, at least.
    • CommentAuthorkomradebob
    • CommentTimeOct 19th 2008
     # 32
    Posted By: Eero TuovinenThe fact that the GM has a lot of power is not equivalent with the supposition that there is no system. One of my own goals in playing a lot of adventure fantasy this winter is to learn to verbalize the hidden knowledge - how the GM makes the choices that makes them a "great GM", and how he avoids making the ones that make him a bad one. When you manage to verbalize, you can write rules, and that's where the discoveries are.

    Just today we played a session with this very exact style we're discussing here, and although the GM had great power, there was no GM fiat. But perhaps I'll write about that with a full play report somewhere else.


    I would very much like to read this thread, if you're inclined to put it up.
    • CommentAuthorrafial
    • CommentTimeOct 19th 2008
     # 33
    An interesting companion to this pamphlet is the also free-as-an-ebook Swords & Wizardy, which is a very clean repackaging of the 0E D&D rules as a retro-gaming resource by the same author. It's instructive to contrast the philosophy in the pamphlet with the style of rules it is meant to apply to.

    I've been following along with this school for awhile from the perspective of James Maliszewski's excellent blog Grognardia. I don't always agree with everything said there, but I do find it food for though.
    • CommentAuthorPaul T.
    • CommentTimeOct 19th 2008
     # 34
    Posted By: komradebob
    Posted By: Eero Tuovinen
    Just today we played a session with this very exact style we're discussing here, and although the GM had great power, there was no GM fiat. But perhaps I'll write about that with a full play report somewhere else.

    I would very much like to read this thread, if you're inclined to put it up.


    Yes, please! Seconded.
    • CommentAuthorGeorgios
    • CommentTimeOct 19th 2008 edited
     # 35
    Posted By: komradebobMay I suggest that one of the overlooked skills of this style of GM is to incorporate ( or steal) ideas from players and work them back in? The difference between the great GM vs. terrible GM that Paul T is positing may well rest heavily on that skill.

    The difference with ( some ) dirty-hippy gaming and this old-skool stuff, is that incorporation of player ideas ( and even understanding of game world "physics") is in the open.


    I think there's also the fact that such a GM is not as "above the law" as one would think. I'd argue that any GM worth his salt in such a game, would put the consistency of the game world above his own whims or even the whims of the players. Even though he usually comes up with and plays the game world, the "physics" of that world limit his actions as much as the actions of the players.

    Sure, he could re-write the "physics" if they'd keep him from doing what he wants to do, but then what's the point of playing?
    • CommentAuthorMark W
    • CommentTimeOct 19th 2008
     # 36
    It's not so much about GM fiat (although there can be plenty of that). It's that the system is (1) almost entirely drama resolution based on the GM's world-model, and (2) initially totally obscured from the players, who must learn it through experimentation and research. While there is an appeal to "realistic", "common sense", "logical consequences" as principle, in practice these are contested things, often based more on "whatever the GM read this week" than anything objective.

    This can be a very smooth, fun, challenging kind of play, particularly if what you like is puzzle-solving. Done right, it's almost purely matching wits with the GM. It usually only gets that way once a group has gone through a long process of getting onto the same wavelength - or when they already have strongly convergent ideas about what is "realistic", "fair", and "fun."

    I think that proponents of this style seriously underestimate the difficulties involved in getting reliable fun out of this method with anything other than a long-established or culturally homogenous group. On the other hand, proponents of rules-exposed (but still player-challenge-focused) games probably underestimate how the difficulty of getting lasting fun out of a closed system unless it is exactly aimed at your specific tastes & assumptions already.
    • CommentAuthorArpie
    • CommentTimeOct 19th 2008
     # 37
    But, I don't always want to do things the way the GM thinks they should be done.

    In fact, I often don't want to do things the way the GM thinks they should be done.
    Which goes back to the need for a long-established, culturally homogenized group.

    And brings up the point: if everyone can contribute to the setting or components of "common sense" which the GM uses to make rulings, then you've got a lot better chance of having a system which focuses on your specific tastes and assumptions.
    •  
      CommentAuthornoisms
    • CommentTimeOct 19th 2008
     # 38
    I think there's also the fact that such a GM is not as "above the law" as one would think. I'd argue that any GM worth his salt in such a game, would put the consistency of the game world above his own whims or even the whims of the players. Even though he usually comes up with and plays the game world, the "physics" of that world limit his actions as much as the actions of the players.

    Sure, he could re-write the "physics" if they'd keep him from doing what he wants to do, but then what's the point of playing?


    Quite true.

    The DM also isn't above the laws of friendship and basic social skills. Only an arsehole DM is going to deliberately screw the players over or try to ruin their fun - in the vast majority of cases the DM isn't an arsehole, and is going to cooperate with the players to create a fun time all round. (In order to accomplish that, of course, one of his duties is to provide a hard but fair challenge.)

    And if he is an arsehole, why play with him?
  8.  # 39
    I feel like I'm insisting on something without putting up proof, but I don't think I have the time to write about this at length today, yet. Later in the week I will. Still, all this talk about hidden assumptions and being a good GM in some sort of transcending-the-system way is not correlating with my fresh experiences - when I do this stuff nowadays, I'm in constant meta-dialogue with the players about what they see and understand going on in the game, and I certainly feel constrained by a sort of system that I'm slowly starting to be able to verbalize. Perhaps something will come of that when I've played long enough. For example, in yesterday's session, I actually had this whole moose-head thing: the characters went into the dungeon, mapped what little of it they could reach and determined that they had no idea how to proceed further inside. The characters were a bit stumped, but the players, being in constant communication with me, never had any frustration, as they realized that this was a spot where they were supposed to pay attention and start trying different things. I don't off-hand remember if I said explicitly that this was a puzzle challenge event, but I think that the players realized it from the body language and the fact that I required lots of perception checks as I fed them snippets of description about the environment.

    I also disagree about the need to gain a particularly high degree of group coherence before this sort of games can make sense; this campaign of which we played the fourth session yesterday is actually a pick-up game in which the players (and characters) change each and every session. So far we've had... nine different players play it, with a different composition to the group every time. Half of these players have been newbies who haven't ever played rpgs before, while another half have been playing story games for years; I think we have one player who's played a lot of D&D apart from myself.

    But, while I think that my campaign just happens to be an excellent comparison for this discussion, I'd better desist from this until I have the time to write about it for real. Check out what I wrote in my blog about this campaign last week if you're interested in what we did in the first couple of sessions.
    • CommentAuthorkomradebob
    • CommentTimeOct 19th 2008
     # 40
    Well, I'm very interested in the concept of building the system by verbalizing and then formalizing what has worked successfully in actual play.

    Are you sure we can't cajole you into giving us a short snippet in a new thread?
    • CommentAuthorClinton
    • CommentTimeOct 20th 2008
     # 41

    I ran a pretty fun game of generic D&D (basicfantasy.org) this weekend, keeping this document in my head the whole time. What I found was interesting: we definitely had a system, and it was tailored specifically for this group at this time.

    Example: One of the players had never played D&D before, so she had no preconceptions of what she couldn't do. She was playing an elf, and so she was a spellcaster. The characters were entering a crypt and wanted to sense if there was any magic around. There's a spell for that - Detect Magic - but it's pretty specific, and makes magic stuff glow. So, we've got a new player who wants more information in order to make decisions, and a basic system framework which doesn't prohibit getting a weird feeling, but does have a Wisdom stat. So, I tell her to make a Wisdom check (with my own stat check system that I made up on the fly); she makes it; and I tell her that she gets a creepy feeling, like there's old malevolent magic here. This works great for us. I get to convey info; she gets info; and it's done at character level.

  9.  # 42

    Hey Clinton, I've got a serious question for you. Or rather a series of questions revolving around one issue.

    If a different player, at the same table, had a character who posessed the Detect Magic spell, would you have made the same ruling in the same way, allowing the player to make the Wisdom check?

    If you wouldn't have, then how would you have done things differently?

    If you would have, then what would you say to the (hypothetical) player who invested resources in that spell and now (hypothetically) wonders what value they are getting out of their investment?

    • CommentAuthorMark W
    • CommentTimeOct 20th 2008
     # 43
    Yep. Clinton's got it. I am as "new school" as they come these days most of the time, but when I ran Basic D&D for my son and his friends, that's exactly the method I used most of the time. Lots of ability checks and improv, minimal use of formal rules.

    It's high-trust gaming, that's for sure. But it also really facilitates a certain sort of roleplaying - the "solve problems with character resources" kind.
    • CommentAuthorClinton
    • CommentTimeOct 20th 2008
     # 44

    Eric,

    I'd have allowed it. Detect Magic pinpoints the source of magic and gives a lot more info. A gut feeling is basically the player checking in with me to ask, "Should we be nervous?"

    What I'd say to the (hypothetical) player, if they wondered, is that they were getting a lot more information, and could make the same sort of ability checks based on that information to get even more info. I think that'd work.

  10.  # 45

    Groovy.

    • CommentAuthorkomradebob
    • CommentTimeOct 20th 2008
     # 46
    Clinton:

    What previous experience have you had with this sort of gaming?

    I'm really just trying to compare notes on the age idea. Here's what I mean:

    This stuff seems to work when you have:
    Adult GM ( especially an adult of the post-college, fairly settled type) + younger players, or

    All adults ( usually post-college/relatively settled)

    ...but doesn't seem to work as well with young adults through college ( and especially seems likely to be problematic in the center of that range early to mid teen).


    Now, yeah, great, and all. Everyone gets it, teens are fiesty. BUt someone a while back pointed out to me that ol' EGG and Dave Arneson concieved of the game as something for adults, and the participation of "kids/young adults" was incidental, especially prior to D&D hitting the mainstream outlets in or around 1980 (when I started playing).

    I don't know the ages of other posters here, but I do wonder about how my own memories and feelings about GM Fiat/Railroading are simply bound up with the fact that the worst instances seem to have occured in those teen years when the anti-authority urge, teen angst, and urge to prove myself in some fashion seemed so very big and the other partcipants were experiencing similar emotions/mindsets.
    • CommentAuthorGeorgios
    • CommentTimeOct 20th 2008
     # 47
    Posted By: Mark WIt's not so much about GM fiat (although there can be plenty of that). It's that the system is (1) almost entirely drama resolution based on the GM's world-model, and (2) initially totally obscured from the players, who must learn it through experimentation and research.


    I prefer to call it "exploration". Mostly because it sounds interesting and engaging and not dull and pointless.

    Posted By: Mark WWhile there is an appeal to "realistic", "common sense", "logical consequences" as principle, in practice these are contested things, often based more on "whatever the GM read this week" than anything objective.


    It doesn't need to be objectively consistent. It just needs to be consistent enough for the players at the table. The main satisfaction one can get from exploring the game world is to master it, step by step. Learning and understanding the game world is what it's all about. Survival and levelling is really just proof that you know your way around the game world (and that you might have had some lucky dice rolls, too... but mainly the first bit.) It's not about figuring the GM out, but the world. And this distinction is only possible, if the GM does his part, too.

    This means seperating the person from his position. As a person I'm of course interested in having a good time with my friends and helping them have a good time, too. (Provided I'm not socially inept and completely oblivious.) But as a GM it's my job to be dispassionate about what happens to the characters and how their players feel about it. As a GM I only answer to the game world and have to uphold its consistency. Only if I do that, can the players rely on their exploring the game world to have any value. Only then, is exploration actually fun.

    Everything else, from dramatic storylines, three-dimensional characters to sophisticated character interplay is built on this foundation of a solid and consistent game world. Without it, exploration doesn't matter. And without exploration it's really just an abstract boardgame played with words.
    • CommentAuthorMark W
    • CommentTimeOct 20th 2008
     # 48
    This may be a tangent, but what Georgios said made me think of it. The single biggest problem I've encountered in trying to run or play in this mode is not that the GM is arbitrary or unfair. It's that the Shared Imagined Space.... isn't. Typically, this isn't a huge problem - the GM has content authority, and that's that. There is one place it repeatedly tripped us up.

    Characters who live in the world know more about it than their players. They understand its rules and "physics" intimately. However, this knowledge is only available to the player of that character through careful questioning of the GM. However, particularly in faux-medieval or modern setting with a low degree of the fantastic, players often tend to assume that their own native intuitions about the world are accurate, and assume that their characters share them. The player, then, acts on that assumption ... without informing the GM of explicit intent, since that's usually too "meta" for this style ... only to discover, oops, "in MY world, it's different"! Sudden, severe disjoint.

    I've run into this rift many times, on both sides of the screen, while trying to play games in this mode. The most memorable occasion involved the trustworthiness of Noldor and the dangers of associating with them - a gap in interpretation of the source material irrevocably broke the game.
    • CommentAuthorPaul T.
    • CommentTimeOct 20th 2008
     # 49
    Mark,

    I've seen the same thing, many times. It's at its worst when the imaginary content is based in existing canon, like a book or a film. Everyone comes to the table with their experience of that setting and assumes the other players share it. But it's rarely the case.

    My own experience with kind of "old school" play is something like this, both from the player's side and the GM's side:

    --The GM presents some situation or problem, or environment.
    --The players try to do stuff.
    --Each attempt is judged by the GM, compared to some implicit standard of excellence in his or her head.
    --Some things are pre-determined ("if you twist the moose's head to the right, the door opens"), but most things have to be ruled on the fly by the GM ("OK, I use my Telekinesis on the moose head. Does the door open?" --well, does Telekinesis twist the head to the right or not?).
    --When the players' attempts to not meet the GM's "standards of excellence", they fail, and everyone must keep trying, looking for other ways to solve the problems or puzzles presented.
    --When players' attempts and ideas meet the GM's "standard of excellence" or "standard of creativity", they succeed. The GM gets this impressed look on his face, and describes how the secret door opens. "Ooh, clever!" The other players high-five the clever player, and everyone feels good.

    I've seen it be a lot of fun, even for teens playing together. But it's also a bit of a potential minefield. I cringed for this reason when I read through Beast Hunters--the GM "judges" each attempt for "coolness", which determines its effectiveness in play. However, Beast Hunters has a clever twist on this, since the players can always fall back on the "default" if they don't like the GM's offer. (That is as I understand it, anyway, not having actually played the game.)

    For instance, Eero, I can't know exactly what your game is like, but I'd love to hear how and why you feel that some kind of objective standard or system is in play in your game. Based on my experience, I would interpret your account as, "Eero is being a good, fair, creative GM, and everyone's having fun as a result." But it sounds like you have some kind of interesting system based on out-of-game discussion, which you use to align your own standards and assumptions with those the players bring to the table.

    I'd love to see a write-up of what the actual dialogue of your process looks like at the table!
  11.  # 50
    I'll write about our moose head experiences this week at some point. Doing it properly will take a couple of hours, not the least because I really need to think myself on what, exactly, are the ruling principles in our in-play interaction in this campaign. I seem to have figured out how to run successful old-school fantasy adventures after my challenge-based epiphany last winter, but the low-level rules of interaction we follow still seem a mystery - they're the sort of thing just about anybody would recognize as normal roleplaying, but for some reason we aren't getting any of that miscommunication, GM bias or other problems listed in this thread. My gut feeling is that we have some sort of systematic procedures in place and I just haven't managed to verbalize them to myself yet.
    • CommentAuthorMark W
    • CommentTimeOct 20th 2008
     # 51
    Hmmmm... for what it's worth, the cases when I've seen these kinds of games work well over time correlate pretty strongly with groups in which at least a subset of the players + GM socialize a good deal outside of session, AND spend a fair part of that socializing talking about the game (or the topics that inform the game). There's a huge amount of (rarely-acknowledged) out-of-band work that seems to go into building that consensual model of the fiction that this kind of play depends on.
    • CommentAuthorrafial
    • CommentTimeOct 20th 2008 edited
     # 52
    Posted By: ClintonSo, I tell her to make a Wisdom check (with my own stat check system that I made up on the fly);

    So I'm interested in how this interacts with the "Rulings, not Rules" Zen moment from the pamphlet.

    First, let me state this is probably exactly the same thing I would have done. BUT! Let's pretend it's 1977, and Clinton's cool stat check method gets picked up on by Jason, who writes it up for Strategic Review, and Strategic Review publishes it, and campaigns all over the country start using it, and now it's a RULE, and it gets included in the next edition of D&D, and a few years later, Clinton is running a game and the player says "do I sense any magic" and Clinton says "No", and the player says "but don't I even get a stat check?" And we are well on our way to Hero System 3rd edition and rules for dogs & cats sleeping together...

    I think based on the philosophy of the pamphlet what was supposed to happen when the player said "Do I sense any magic", Clinton was supposed to think "hmmm, well she is a magic user, and she's got Wis of 13, so sure why not", and then tell the player "yes, vague forebodings" or conversely "hmmm, Wis 8", "well nothing really, the back of your knee kind of itches".

    So essentially a mix of karma and drama resolution without codification. Reactions?
    • CommentAuthorMark W
    • CommentTimeOct 20th 2008
     # 53
    Well, you may be right by the spirit of the pamphlet. But that's not how I've experienced it. Generally, there was a certain degree of respect for precedent - if you gave somebody a roll in situation A, it was generally expected that either they'd get a roll in situation B, or you'd have some reason why not. Which put a significant burden on the GM not to set precedents casually... and in turn I think may have fed some of the more egregiously fiat-y and tyrannical GMing styles associated with the model. If you're worried about giving the players a precedent - a rule - that they can then count on exploiting in a future situation, but you also want to maintain an illusion of a consistent and logical world with predictable laws, you probably tend towards keeping as much as possible of your decision-making behind the curtain.
    • CommentAuthorkomradebob
    • CommentTimeOct 20th 2008
     # 54
    If you're worried about giving the players a precedent - a rule - that they can then count on exploiting in a future situation, but you also want to maintain an illusion of a consistent and logical world with predictable laws, you probably tend towards keeping as much as possible of your decision-making behind the curtain.


    It's interesting to me how this feeds into a cycle of gaming style development, too.

    By leaving the thought process on the rulings to the GM, if frees up mental capacity of the players to be used getting into character in an immersionist sense.

    Now, provided that the players want that, and the play seems relatively consistent and fair, you're going really far in a direction that a significant number of people have said they want, even identify as the primary quality that makes a roleplaying game a roleplaying game from the perspective of a character-player.
    • CommentAuthorGeorgios
    • CommentTimeOct 20th 2008
     # 55
    Posted By: Mark WCharacters who live in the world know more about it than their players. They understand its rules and "physics" intimately. However, this knowledge is only available to the player of that character through careful questioning of the GM.


    I don't think that's accurate. It seems to assume that the GM would hold back information from the players that the characters would have. Imagine the GM actually describing the situation as they would appear to somebody who's (more or less) intimately familiar with the world. If I'm the GM it's in my interest to meet the players halfway.

    I think this disjoint you mention only happens, when either the GM or the players are holding back vital information. If the GM doesn't tell the players what their characters would see (or how they might interpret it differently from the players) or if the players don't lay out their character's reasoning, then you end up with an SIS with some serious gaps in it. Gaps, which are filled with guesswork, which in turn can lead to misunderstandings and eventually one person has to put their foot down. This is usually the GM and sometimes his decisions are contested based on the players' interpretation of the source material, previous experiences, "common sense", etc.

    But by then it's already too late. That's why such debates rarely, if ever work out well and always interrupt the flow of the game.
    • CommentAuthorkomradebob
    • CommentTimeOct 20th 2008 edited
     # 56
    Posted By: GeorgiosBut by then it's already too late. That's why such debates rarely, if ever work out well and always interrupt the flow of the game.


    Well, er, maybe.

    This is, at a very real level, the situation I'd like to see considered against the social context, particularly the age mix I mentioned upthread.

    Or, to put it another way " I shot you! No you didn't!" is not something that seems to break games except at a particular age bracket.

    Edit: unshockingly, an age bracket where other kinds of clashes ( in games or out) are common as well.
    • CommentAuthorMark W
    • CommentTimeOct 20th 2008
     # 57
    In my experience, it's not that anyone is *consciously* holding back information. It's naturalism (which prevents explicit spelling out of detailed reasoning/intent for actions) combined with a disjoint of assumptions (Noldor are beings of legend whose enterprises hold the promise of glory for heroes vs Noldor are cursed to have all their great undertakings end in horror... particularly for mere mortals).
    • CommentAuthorRustin
    • CommentTimeOct 21st 2008
     # 58
    Can someone explain this Old School style in terms of Big Model. Venn Diagram preferred.
    • CommentAuthorVernon R
    • CommentTimeOct 21st 2008 edited
     # 59
    I dont do Venn diagrams myself but in Big Model terms what you have is a type of gamism and techniques to achieve it. You have Step on up, where the players are expected to use their abilities to overcome dangerous situations and where they face the real possibility of failure and loss.
    • CommentAuthorPaul T.
    • CommentTimeOct 21st 2008
     # 60
    Rustin,

    I think that "Old School Style" is just a particular collection of Techniques, most of which are described in detail in the Primer (linked above).
    • CommentAuthorffilz
    • CommentTimeOct 21st 2008
     # 61
    As we're going along in the campaign I'm running, I'm definitely learning some stuff about how old school play works.

    An issue that's often raised is pixel bitching. I realized the cure to this is random encounters. Back in the day, I never understood the real purpose of random encounters. Their purpose isn't to be randomness that mucks with the player's plans. Their purpose is to put a cost on time. Without them, time is all too often abstract or there's some other strict time limit that threatens overall failure of the adventure because the players don't figure something out in time. With the random encounter system, players have to decide when it's worth spending the time to pixel bitch. They need to look for other clues, or consider the layout of the dungeon.

    In last night's session, they pixel bitched in a short corridor they found after penetrating two rooms of a complex. Sure enough, there was a pit trap (too bad they didn't examine it closer and try to bypass it - they turned down a sequence leading up to a good treasure). Shortly after that, they did miss a sliding wall that trapped them. They did actually quickly change to look for a way out. One attempt led into another complex of tough monsters but good treasure. That was a dead end, so then they looked in the next most likely direction, and found the way past the sliding wall (which also was on a timer to reset in 24 turns, they took about 15 turns to get out).

    What surprised me is that given the evidence of sliding walls they didn't look for some dwarf henchmen. They have three elves in the party which makes finding secret doors pretty easy. I don't tell them where the secret door is when an elf makes his 1-2 in 6 chance to sense secret doors when passing, instead I just tell them they sensed a door, then they need to search (but I don't make them search too hard), getting their 1-4 in 6 rolls for elves and 1-2 in 6 for everyone else.

    There definitely is a learning curve, but I don't see that as a problem as long as the learning is reasonably fun. When you think about the best board games, most of them have a learning curve, and I think that's part of the lasting appeal of those games.

    I'm not sure how I'd deal with something like the sense magic attempt, but I think that's a cool ruling Clinton made. Rafial does have a good point about things like this being systematized. The way the game has evolved through the editions, with much of that evolution being driven by systematizing these things is part of why a lot of old schoolers are saying "let's return to the original rules, before all this stuff got piled on." This allows each GM to tune these rulings to the group's preferences (sure, mostly the GM's preference, but I think players do weigh in a lot).

    As to age of players, I think high school kids are capable of reaching functional play. It may take them a bit longer, and some individuals may never get it, and perhaps having older mentors helps. I saw functional play when I was in high school, though much of it was after I joined MIT's game club with it's range of members from junior high school aged kids through people at least in their 30s if not 40s. 90% of my play was with high school kids though. And before I joined the club, almost all of my play was with high school kids (the player who convinced me to go to MIT's game convention and thus introduced me to the club was a college student, and I got some mentorship from a college student and from Glen Blacow [but most of my mentorship from Glen was after I joined the club]).

    That does point out that my experience was not of getting into the game in isolation. In fact, my best friend got the Basic D&D set because his older brother had been playing the game. But see nothing wrong with an activity being most functional when it is part of a tradition that gets passed down. None of my major interests were evolved in isolation (model railroading, SF book reading, caving, and church are my other interests, all evolved with mentoring from others).

    Frank
    • CommentAuthorRustin
    • CommentTimeOct 21st 2008
     # 62
    Ah, thanks. That was what I was thinking.
    Techniques used.
    [Drama -Where GM decides what sort of story they are interested in and hands out information in pursuit of that goal[Karma - GM decides if something described by Player is automatic [Dice - GM decides the % chance of success if Karma doesn't seem fair or realistic]]]

    So it is a tiered set of Task resolutions within the Techniques.
    I'm not sure I'm seeing how Gamist techniques fit in there.
    •  
      CommentAuthorLudanto
    • CommentTimeOct 21st 2008
     # 63
    Rust, I think the reference to Gamism is inspired by the fact that old-school gaming seems to most reward displays of player skill over attempts to explore theme or revel in setting/genre.
    • CommentAuthorMoreno R.
    • CommentTimeOct 21st 2008
     # 64
    Are you people realizing how this is making me feel OLD? This "Old School Gaming" was the way I played for years! Let's call it "the way of playing born in the '70s and now in his thirties" at least....
    • CommentAuthorVernon R
    • CommentTimeOct 21st 2008
     # 65
    Gamism is behind almost everything in the primer.

    Consider the playstyle this is aimed at creating. A group of characters goes into a dungeon, fights monsters, avoids traps, comes out with loot and works their way up from peon to mighty hero. This process relies upon a gm acting as an impartial judge and the players using their skills in assessing the situation and making decision that will get them loot and keep them alive. It's all a test of the players ability which is the heart of gamism.
    • CommentAuthorMeserach
    • CommentTimeOct 22nd 2008 edited
     # 66
    Posted By: Rust
    I'm not sure I'm seeing how Gamist techniques fit in there.


    In general, there are no Gamist techniques. Certain families of related Techniques, when assembled together in certain ways, may give rise to play which is compatible with an agenda of Gamism; but any given Technique could potentially be used in games played with all three agendas.

    I've theorised that this particular document describes a form of Gamist play because: a) it places as the prime point of play the idea of player skill in negotiating a hazardous environment to best effect and B) the GM is encouraged to provide an environment which, while not actively hostile to the PCs, does not coddle them or let them off easy in any way. There is a Challenge (survive this environment while achieving your objective! it won't be easy!) which the players are encouraged to Step On Up to (i.e. players are told to compete against an indifferent fictional background to keep their characters alive and achieving their objective, and are empowered to do so by virtue of their playing skill, provided the GM is genuinely disinterested in their survival and makes rulings to that effect).
    • CommentAuthorRustin
    • CommentTimeOct 22nd 2008
     # 67
    One of the main points of the article, as I understand it, then is saying:

    You get less and less gamism when you have specific skills spelled out (e.g., Diplomacy, Sneak etc...).
    Or rather, the gamism shifts from "how good am I at manipulating the GM and arguing a point to let my character do stuff (i.e, old school gaming)", to "how good am I at assigning skill points (i.e, new school gaming)."

    My current group keeps waxing nostalgic about the old 1st ed DD games and such. I've been asked to produce a campaign in the next three weeks to bring back the good old times.

    I think this Primer describes sort of what we did back then. But the hippy-indie gamer in me just cringes at having that much power at the table, I'm not sure I want that sort of "gamism" where it is the Players vs. me as impartial judge. It just feels so.. .paternal.
    • CommentAuthorPaul T.
    • CommentTimeOct 22nd 2008
     # 68
    I know that for me, personally, having a really thoroughly prepared scenario/situation (like a dungeon) works to get over that: I can just be the "referee" and try to be as impartial as possible. That's one possible solution. It's a lot of work, potentially, though.

    Another is to use a system where you can full-out compete with the players within the combat scenes or whatever you have in your game.
    •  
      CommentAuthorAdam Dray
    • CommentTimeOct 22nd 2008
     # 69
    I don't see a clear creative agenda in the Primer. I see possibilities for any kind of play, with strong technique support for Gamist play, not invisible technique support for Simulationist play, and no explicit support for Narrativist play.

    You could (and many people did) play a perfectly good Sim game this way. Don't let the leveling up and player-knowledge elements fool you. Those don't make it Gamist. For instance, those techniques might show up in a Purist-for-System Sim game.

    If we've learned nothing else from years of discussing creative agenda on the internet, I hope we've learned that it's very difficult to guess creative agenda from a transcript of play. This isn't even a transcript of play; it's a discussion of some techniques for play. I don't think the author's creative agenda is apparent, or even necessarily fully realized in the author's mind. Who says the author's games even have a clear creative agenda?

    Anyway, please, when discussing GNS crap like this, use much caution and don't jump to conclusions.
    •  
      CommentAuthorLudanto
    • CommentTimeOct 22nd 2008
     # 70
    I don't think anybody's claiming to know the author's creative agenda. It's just fairly apparent from the language used that the combination of techniques offered favor Gamism, whether that's the author's intent or not. It all boils down to what is effectively a loosey-goosey boardgame where the learning curve is built into the GM.
    • CommentAuthorVernon R
    • CommentTimeOct 22nd 2008
     # 71
    I think we're all saying the same things Adam just in different ways. I entirely agree it is possible to take this advice and drift it to any agenda, however it's pretty clear what the style of play is aimed towards is if you know what to look for. It's the same thing as looking at the text of Primetime Adventures or Dogs in the Vineyard and seeing that they support narrativism.

    You see strong support for gamism, less support for sim and nothing for nar, we're in total agreement there. But it's not just in the techniques, there are also plenty of value judgements in the primer that shows what the author values about the game and what they feel this style of play offers. Those are where the real indicators of CA are.

    No one is saying that if you play this way you will be playing gamist. Just using these techniques wont guarantee that, but if you take them and use them in the spirit the author intends you likely will be.
    •  
      CommentAuthoroliof
    • CommentTimeOct 22nd 2008
     # 72
    I see the Primer as an (instructive) snapshot giving you some insight to the roots of D&D based gaming, or even adventure gaming.

    Other games like RuneQuest are almost as old and follow a totally different premise.
    •  
      CommentAuthornoisms
    • CommentTimeOct 22nd 2008
     # 73
    This whole discussion is why I think GNS is fun but basically bankrupt as a way of categorising games. Old D&D is at the same time Gamist (test the player not the character), Simulationist (cohesive fantasy world in which everything is explanable through stats) and Narrativist (sandbox play entirely governed by player direction, with a strong story arc from level 1 to 20 [or 36]). It all depends on what the mood of the players is, as to which particular point they emphasise. So why put it in one box or another?

    If you label me you negate me, etc.
  12.  # 74
    Erm... GNS isn't supposed to categorize games, right? It's supposed to categorize aims of play. Whether or not GNS fully captures all possible aims of play without bias is another question, but calling old-school-gaming gamist doesn't mean "old D&D is a Gamist game", it's instead a shorthand for "old-school-gaming D&D supports gamist play better than it supports other aims".
    • CommentAuthorVernon R
    • CommentTimeOct 22nd 2008
     # 75
    The reason for putting it into a box is because it doesnt fit in the others. It's a quick and easy short hand that makes sense. Which in this case is very true.

    Take a look at the suggestions the primer makes about running an old school game. It's trying to create a playstyle that wont work well with an agenda other than gamist. It has no support for narrativism, it doesnt really allow for characters having goals beyond attaining power and doesnt expect the gm to bring that persuit of power into question. As for simulationism check out this quote from the player skill not character ability zen moment section.

    "Also: these games aren’t simulations of what a dwarf raised in a particular society, and having a particular level of intelligence, would do when faced with certain challenges. Old-style play is about keeping your character alive and making him into a legend."

    It has a very specific goal for play and one that precludes any other if it's fully applied. It does matchup well with Simulationism as defined by the threefold model but that is at the technique level and not as an agenda for the game as a whole. Sure there is a lot of talk of having a detailed world that acts in a rational manner but that is all in service to the agenda of the game, the gm will create challenging encounter that the players will strive to take their characters through and come out with rewards and gain in power if they are successful. If they fail there characters wont gain as much xp or loot at best and at worst the character could die.

    I think the labels fit and I find them both meaningful and helpful, YMMV.
    •  
      CommentAuthorAdam Dray
    • CommentTimeOct 23rd 2008
     # 76
    I see a lot of people using their own, different definitions of GNS here and expecting people with different definitions to agree with them. I strongly recommend we take one of two different approaches for the rest of this thread:

    1. Stop talking about GNS and just talk about the Primer on its own terms.
    2. Clearly define what we mean by Gamism, Simulationism, and Narrativism and further discuss how they relate to the Primer and old-school gaming.

    Certainly, if we continue down the path we're on, nothing good will come of it. I see people mixing up GNS and "threefold" (which is usually GDS), and using their own definitions of GNS that don't correspond to the usual "Forgey" versions. I really don't want to get into a jargon war here, and I don't want to see this thread devolve into one, either. If people want to understand the "common" Forge understanding of what GNS means, I'm happy to help people there, but it should go in another thread and there's only so far we can go without talking about actual play.

    In general, I'm not sure that there's a lot of value in understanding the author's intent here. Perhaps what might be more useful is understanding your intent (generic-you) and how you can apply the techniques in the Primer to your own play.

    (And for fun:) Jean, I label you as someone who doesn't want to be labeled. There.
    • CommentAuthorVernon R
    • CommentTimeOct 23rd 2008
     # 77
    Ok let's drop the Jargon. The problem with trying to apply the techniques is that they wont work with every intended play style or for every person.

    Let's say your playstyle leans more to playing that dwarf with a certain level of intelligence from a certain culture and react in the way you feel he should react in the situation. The player makes suboptimal choices in situations where he feels it would be appropriate for the dwarf. According to the primer the GM should not respect those choices but should instead hammer the player for them and quite possibly kill the character and possibly the whole group.

    A lot of people would see that as bad play on the part of the GM but it's a base assumption of this style of play. If you go in and try to use these techniques without taking that into account you can end up with a game session that could destroy your group. If you are up front about it and everyone signs on and understands the implications of that base assumption then it may work, but people will have to be flexible and agree to change their playstyle.

    So can you take bits and pieces of this advice and use it in a game where you have a different playstyle? Possibly but I think it's likely to cause frustration and problems more than it will help your game. I know in my games if we were left to pixelbitch out the answer to how to find a secret door or open a trap we're more likely to get bored give up on the answer and go shoot something or start it on fire. Likewise I wouldnt expect anyone in my group to go through the motions of trying to talk their way past a guard and basing it on how well they do when in my mind those things come down to not what you say but how you say it. Meaning I value the characters ability in diplomacy or fast talk more than I do a physics professors ability to be charming.

    In my mind the best thing to do with the primer is look at it (and the author's intent), consider if it sounds like something fun to you. If so play it pretty much straight as is. Pick up one of the OD&D knock offs this is intended to support and go for it.
    •  
      CommentAuthorAdam Dray
    • CommentTimeOct 23rd 2008
     # 78
    The whole point of the article, I think, is to play in a certain style ("old school"). Arguably, there are as many "old school" styles are there are old-school players, but if we buy into the idea that the style espoused by the Primer is "old school," then using those techniques will get you a certain kind of play.

    I don't think there's any big reveal in saying that if you're using the Primer's techniques and other people come to the table wanting to play a different way, someone is gonna be frustrated.

    Is anyone here actually saying "using these techniques will rock no matter what the other players want to do"? I don't think so.

    Like you're saying, the value of the Primer is seeing how some other dude plays and taking those ideas back to your friends. If you all think it sounds like fun, get on the same page and do it. This is generically true of any play advice, or any play techniques.
    • CommentAuthorAlan
    • CommentTimeNov 4th 2008
     # 79
    I'm inspired. I've read the Quick Primer and downloaded Swords and Wizardry. I think I'll run the Tomb of the Iron God at the Emerald City gamefest Nov 15. Roll to hit!
    • CommentAuthorDaztur
    • CommentTimeNov 17th 2008
     # 80
    One of the issues that was brought up higher up in the thread is was basically (and I paraphrase) "how the hell can you have a Gamist game when the rules are that fast and loose" and that got me thinking.

    I think that one way that you can play a lot of older games is sort of Gamist Illusionism. Standard Illusionism is making a plot that seems to be player driven but is really being subtly rail roaded (the classic example is give the players various routes but have the same events happen no matter which route they choose). Gamist Illusionism is playing a game in such a way that it appears to be run by a disinterested arbiter but is constantly being tweaked so that you always have juuuuust the right amount of challenge for the players (ideally allowing the players to just baaaaaaaaaarely win). In old school games, GMs have a bit broader latitude to pull this off since the rules don't cover as many situations. If done right, this sort of style of gaming rewards creativity by having whatever loopy creative plan that the PCs came up with just happen to be the right one for the situation, at least some of the time...