Post by Peter Knutsen[...]
Post by Robert Scott ClarkPost by Peter KnutsenIt is an intensely harmful myth that Dramatists are likely to make
their decisions from an in-character point of view. A pure Dramatist,
as defined by the Threefold, would never do that, although a few
singular decisions might appear as if they were taken from that
stance. Anyone who does do that is a Simulationist, possibly a
Dramatist-Simulationist hybrid.
See, now that's where the load of crap starts. A good story requires
consistent characters as much as anything else. Now, while
consistency
But Dramatists are willing to sacrifice consistency for something
else, and so are Gamists.
Your own pet theories aside, everyone looking for a good story is not a
moron. What you suggest is that they would cut off their noses to spite
their faces. You make the story worse in one way to make it better in
another, not exactly the best plan given the wide variety of other
options that improve story without screwing with consistency.
There is a difference obviously, in that if the improvement gained were
great enough and the dis-storyness generated by the inconsistency small
enough, then the inconsistency might be introduced. The problem is that
in anything other than parody or slapstick comedy this is going to be
exceedingly rare. Go to any discussion forum about any television show
and you will see that the most heated topics are always about character
consistency. People who have begun to dislike the show will point out
how the characters are no longer consistent with what they once were,
while others will say that it's resonable character growth - often going
to the point of saying it wouldn't be realistic if they hadn't changed in
the way they have.
Consistency is a damned important part of quality storytelling in many
different forms and one of the primary qualities most people use to
measure the quality of a story. Because of that, the attitude that
strong pressure for story leads to a lack of consistency demonstrates a
noticable lack of knowledge about quality stories. (now, there are some
story types that do allow for a lack of consistency, pointing out the
incompatability of those with simulationism might be an interesting topic
if it weren't immediately trivialized by the overly broad and poorly
generalized tradeoff model of the threefold.)
Post by Peter KnutsenSimulationists, by definition, are *not*.
Consistency is valued above everything else.
Just as they won't "bend the world", they won't "bend a characters"
either. If a character is sincerenly and severely phobic of tall
redheads, that's just how he is, no matter how much it may ruin the
storyline, or the conflictual efficiency of the PC party. He is the
way he is.
So?
It's not like that phobia ties you into one specific chain of events.
There are many different situations that could arise, because of, in
spite of, or totally unconnected with that phobia that would all be
consistent with that phobia and the rest of the gameworld. Some of those
situations will lead to better stories than others.
Post by Peter KnutsenPost by Robert Scott Clarkdoes not require the decisions to actually be made from in-character,
they should all be indistinguishible from in-character decisions,
because to an external observer, the consistency is the only thing
visible.
That's true. But it's just a lot easier to actually make the decisions
from an in-character point of view, because then you won't ever screw
up.
Sorry, Peter, you are not infallable. You will forget things. You will
misremember things. Even if you write it down, you will occasionally
mis-record things. It's part of being a human being.
Even if we postulate a flawless GM, It's still not going to be perfectly
consistent. "Consistent" needs scope to be meaningful. What is it
consistent with? To whom is it consistent?
Consistency is normally judged against what has happened in the past AND
the assumed rules of causation. But different people have different
views on how the laws of causation work (especially with regard to human
behavior) - what one person sees as the logical outcome of a situation,
the other sees as inconsistent behavior. And neither is more right than
the other.
This is important in games, because unless you somehow have discussed all
of the rules of causation in the world (meaning you have a pretty
simplistic world) then there will be times when from the player
perspective the world - or especially the behavior of certain characters
- is inconsistent. Now, certainly there are some players who would much
prefer that this type of inconsistency arise from the GM trying to
maintain an unbiased world than from trying to tell a story, barring some
metagame discussion the two inconsistencies are going to look the same.
To state that last point, hopefully more clearly, inconsistencies are
inconsistencies no matter how they happen to come to be - some people can
just accept some sources more than others. This makes "consistent" a
poor criteria to define simulationism by.
Post by Peter KnutsenIt's a method that works 100% of the time, as opposed to
(depending on who you are) from 98% to 99.99% of the time.
98-99% sounds significantly different than "few singular decisions".
Post by Peter KnutsenPost by Robert Scott ClarkThat's why the two have jack shit to do with one another. A good
dramatist - one who actually succeeds in creating good stories - is
going to appear to be making in character decisions much more than
your "few singular decisions" implies.
So what's the different between a Dramatist and a Simulationist again?
Well, given that (although I don't have a problem with the terms
individually) I don't think the model that slaps them together is very
useful, I view that question akin to asking "what is the difference
between democracy and communism?"
Sure they are both description of how a particular government functions
and they occasionally interract in interesting ways, they aren't just two
different settings for one aspect of government, so the differences
between the two aren't going to be simple "X has A and Y has not A".
Simulationism is concerned with the decision making process. Dramatism
is concerned with the outcome - any discussion of a dramatic decisions
making process is nonsense. Any discussion of the differences between
the two is going to have to describe the difference from at least two
different angles.
The main difference I see takes place entirely in the head of the
decision maker. If a dramatist enjoys a scene, then how that scene came
to exist matters little. It would not affect the dramatist's enjoyment
to find out that the interesting/entertaining scene happened because of
simulationist methods or gamist methods or by consulting the I-Ching.
Hell, if it produced a good story, the dramatist wouldn't care if the GM
was actually trying to make a poor story
A simulationist faced with the same situation would enjoy the scene less
if he learned that decisions were made to make the story better. The
process is important while the outcome isn't.
That not something you're going to immediately see by observing what
happens in the game. In fact, a simulationist is either going to have to
engage in some serious meta-discussion or observe what happens in a game
longterm (looking for trends and statistical irregularities) to actually
know if a game is simulationist or not.
And you still have the issue of what the scope of "consistent" is.
Consistent with what the GM knows and consistent with what the player
knows are two different things. There is also "internally consistent".
A dramatist GM might be willing to change what he had originally planned
for the gameworld to make a dramatic outcome. Now, whatever he changes
it to may still be consistent both with what the players know AND might
still be internally consistent. What the world is like today in the GM's
mind is not like what it was yesterday in the GM's mind, but it's still a
completely consistent world within itself and consistent with what has
happened openly while the group is playing.
One way of wording this is to say that a dramatist GM is going to be more
willing to freely move from world design to play and back. It seems to
be one of the important traits of simulationism that there be a strict
division between design and play, but I think most simulationist fail to
mention that as a requirement because most don't even think about the
possibility that it could be otherwise. (This is also one of the big
flaws with the threefold. The threefold requires that you be talking
about only ingame decisions and not design decisions, but for a dramatist
GM, that is not only not an important distinction, but might not even be
a meaningful one.)
And even if a dramatist GM wishes to remain loyal to his initial vision
of the world, there is still room for altering world design in play. A
dramatist GM can leave much of the world undefined and when needed fill
it in with something that hopefully will lead to an interesting story.
One thing I have see stated a couple of times, but not given nearly the
exposure it deserves is the idea that simulationists need a more strictly
defined world than non-simulationists. It is not enough for the
decisions to be consistent with the world, but the world actually needs
to mandate a decision. With a loose world you are left with many
possibilities that are all consistent. With a more tightly defined
world, consistent options start dropping away. Until, in a perfect
simulationist world, the state of the world leads to a single consistent
result.
Now, I don't see how the world (especially a character's personality) can
be defined to that fine a degree, and in essence everyone is left with a
selection of consistent choices to choose from. At this point a
dramatist can make a decision with the intent of improving the story
without sacrificing consistency at all, as we have already established
that all of the choices are consistent. The simulationist cannot do
that. Whatever means is used to make the decision at this point must not
include metagame concerns. How exactly that is accomplished I do not
know, but then I'm not a simulationist.
Warren would word things differently. He would say that whatever that
tie-breaker method is is just part of the world definition. In essence,
when he rolls a die that picks one outcome, that outcome is the only one
consistent with the gameworld, because it is what happened in the
gameworld. Hopefully not misrepresenting him here, but he considers
being consistent with that roll to be just the same as being consistent
with the established "facts" of the gameworld. Now, if you can explain
to me how this is different from what I said in anything but semantics
AND without refering to the gameworld as an independant entity, I would
love to hear it.
Simulationism, as far as I can tell, involves a need to reason the
gameworld from cause to effect. Dramatism knows no such limitation.
Both methods can produce equally consistent results, but that does not
make the two methods indistinguishable.