clearstream
(He, Him)
I feel sure I wrote up-thread that pre-lusory goals would be asymmetrical. Either way, I agree with you that it's asymmetrical.When playing Dead Gods as written and presented for play; or playing a CoC scenario; what is the "ludically crux" focus of play?
I will suggest an answer to this question:
*For the players, what is "ludically crux" is learning the pre-scripted story, but not in virtue of having it read or presented in a novelistic or movie-like fashion, but rather by imagining oneself "into" the story, and thus encountering it second-person ("You see that . . .", etc) and prompting those second-person revelations via first-person action declarations ("We go and visit the . . . ", etc).*For the GM, what is "ludically crux" is revealing the pre-scripted material in the manner just described, and then taking pleasure in the players' pleasure in experiencing the revelation.
So one thing to note is that the GM and the players don't share a common "pre-lusory" goal. This asymmetry, I want to say, is almost definitional of "trad" RPGing.
I don't exempt combat from what game play may really consist of.Another thing to note is that the game play really consists in the players providing the first-person prompts, and the GM providing the second-person responses. To borrow some language from Vincent Baker, the purpose of the game's mechanics is, primarily (and perhaps with combat as an exception in AD&D and in CoC) to "structure [the] group's ongoing agreement about what happens in the game".
Player contributions of that sort can hardly be counted as ludically-crux.As far as the content of the fiction is concerned, the players' contribution is explained by Edwards, here:
the story [is] a feature of Exploration with the process of play being devoted to how to make it happen as expected. The participation of more than one person in the process is usually a matter of providing improvisational additions to be filtered through the primary story-person's judgment, or of providing extensive Color to the story.
I found a case in point in this RQ actual play from about 105 minutes in, and running for about an hour. GM characterises the sequence up front as less like normal play, and launches a protracted CYOA. GM places one player-character within the Godtime in the role of Ernalda as he relates how Orlanth slew Yelm. The other player-characters are at the table, but take no part in this.Eero Tuovinen describes this sort of RPGing in these terms:
the purpose of the GM story hour is not to cheat and create an illusion of freedom; it is to exquisitely prepare nuanced literary material for intimate consideration. The strength of the railroading game structure is not in hiding the tracks, but rather in ensuring that those tracks travel through scenes worthy of spending some time in. You’re literally only bothering with the railroad tracks because you don’t want to waste time preparing complex content and then just have the other players skip it; it’s much better to take the track as a given and focus on how to make your content worth the trip.I’ve written about this in more detail elsewhere, but the key consideration is treating your game prep the same way an adventure video game does: your core strength is being able to prepare carefully, and the freedoms you give to the player are carefully constrained to ensure that you actually get to show off your stuff. It is still interactive, as the player has the primary control over the pace (how quickly you go over your material) and focus (what parts of your material are particularly observed) of play, even as the GM by definition holds primary content authority. The GM decides what play will be about, but the other players decide how they investigate that aboutness.The GM story hour is an appropriate game structure for games where a single player introduces specific subject matter to the other players. It is extremely important that the introduced matter is good stuff, creatively relevant to the participants. Tracy Hickman understood this in his magnum opus Dragonlance, pushing the AD&D content delivery chassis to its extreme ends and beyond in an effort to deliver a true high fantasy epic via a game structurally very poorly suited for the purpose; Hickman understood that if there was to be a measure of grace to the project, it would be in the fact that the GM would in his interminable story hour be delivering actually legit fantasy literature. . . .Respect yourself, respect your friends, and if you choose to play a game structured for the story hour, bring something you actually want to tell the other players about. Something that you can describe to them, and then let them ask questions, and then answer those questions gladly, confident that you’re engaging in an intelligent, meaningful activity.
Tuovinen also adds some remarks about an alternative/variant, where the emphasis is less on literary merit and more on shared appreciation of the source material:
The better the game manages to portray its source material, the more accessible, the more powerful the portrayal, the greater our appreciation. The GM is of course core here . . .Substantial exploration pairs up well with GM story hour, of course, but they both can fare just fine without each other, which makes considering them distinctly quite meaningful.
Notice how Tuovinen emphasises the point that the core of this sort of play is the prompt- revelation cycle, between players and GM.
This is the sort of delivery of narrative I believe RE was advocating against. I'm advocating against it, too. I say that even if one gains an appreciation of subject from say, reading a history book - even one that amounts to a CYOA! - that is falling short of the ludic ideal. In order to play game as game, one ought to settle what is ludically-crux through play. The characteristic design move of neotrad is to incorporate techniques discovered to drive that.
I agree that PtFO isn't apt here. Here my sense is we hit a definitional argument that needs to be resolved. To my reading, you begin by including in the ambit of play things that I do not characterise as "gameful". You go on to assess that those things are not gameful. I cannot help but agree. I can illustrate by drawing this lineAnd from what has been said - by me, by Edwards, by Tuovinen - we can also see why "play to find out" is not particularly apt here. There is no particular, single thing that all the game participants are finding out. The GM already knows the material - they are revealing it to the players, not learning it for themselves. What they are "finding out" is how the player will respond, and (hopefully) the particular way in which the players' appreciation will manifest. The players, on the other hand, are finding out what it is that the GM is delivering to them, whether by way of story in the literary sense (eg DL, arguably Dead Gods) or by way of the second-to-first-to-second person way of presenting beloved source material (eg CoC, arguably Dead Gods).
playing-game-as-game | doing-something-playfully
I rely here on a longstanding distinction between games and play, the former being a subset of the latter. As we sit down to play, within the span of our session we do all kinds of things. Some are "playing-a-game-as-game", some are "doing-something-playful", some are work to support and drive all that, and some are no doubt digression. My manifesto takes on the job of elevating the left-hand side by advising designers what to foremost take into consideration to make space for it. What should they push to the left-hand side? Whatever they intend to be ludically-crux. Incorporation of the innovative mechanics referred to is assumed to put in place or at the very least illuminate techniques for achieving that. RE laid down a clear statement of something he thinks should be ludically-crux.
Thus, I define out of scope criticism of anything that is not-playing-game-as-game. It's not that I disagree with that criticism... indeed, I am ardently motivated by it. What you describe occurs within the ambit of play. The techniques of storygames push the story element where it occurs within the ambit of play to or toward the left-hand side. One could resist the definition I'm using (maybe you do?) or one could say that the innovations referred to lose their purpose when incorporated into texts that make something other than dramatic-protagonism ludically-crux; which seems more promising, but could amount to saying that "neotrad" is a chimera. Note that I resist a hard-conflation of neotrad with "OC" because I observe play of games explicitly characterised as neotrad (fitting the bill) that does not strike me as OC-ish. (And for that matter, OC-ish play of games that don't fit the bill for "neotrad".)
You might also notice that my suggestion that GM ought to be counted a player rather matters here. Say they are not? Then they cannot be included in PtFO as they are not playing. They are doing something else - judging, serving as lusory-means including inter-alia managing adversaries and adversities, managing mysteries if that is part of play, actively disclosing that which is not focal, fitting imagined actions to game rules. Thus if your contention were to be that there must be some single thing that all the game participants are finding out, I feel you need to say that in some sense GM is playing.
I don't know why one would then hesitate to call GM a player, but we've agreed not to get hung up on semantics. And besides that, I feel like with GM we're dealing with some new creature entirely. Not referee, in the way we've learned from sports. I have considered analogies with judges, who we expect to interpret law and sometimes write it, but not to be immune to law themselves. But a judge of a game wouldn't be expected to join the game: that seems to invoke an obvious conflict of interest. On the other hand, a player of a game is not expected to be a judge of that game, for the same reason.
So this is not "neotrad" by anything I have offered as a description. I diagnose it as an error: mixing up player-contributes-colour with player-plays-game.(A footnote: In checking the above quote from Edwards, I also discovered Edwards' description of neo-trad, or proto-neo trad, here: "Players get to contribute tons of Color, even content, but never outcomes or final-resolutions, and playing the character as conceived is the first priority".)
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