Russell Wallace
2003-12-02 04:51:56 UTC
I think I've finally figured out - not by myself, but in an extended
conversation with someone else - why so much heat and little light
gets generated whenever Simulationist vs Dramatist comes up, and in
particular why Simulationists are so prone to finding the Threefold
useless or a positive hindrance.
In a nutshell: Dramatist is defined as making decisions with the
intent of creating a good story, and Simulationist is defined as _not_
doing so. (It can't be defined as making decisions with the intent of
creating a logically consistent and plausible setting, because every
halfway decent GM [1] does that, so the word would then have no
semantic content; and yet it's clear there is a real phenomenon to be
named.)
So why do Simulationists so often _reject_ this description of their
style?
Part of it is the difficulty of actually figuring out who's
Simulationist and who's not. [2] One reason I explained in this
snippet of the ICQ conversation I mentioned above:
Russell: *nods* I used to think I was quite strongly simulationist,
until I realized that was machismo brought on by an excessively high
ratio of testosterone to life experience, and in fact I'm much more
middle of the road.
Obviously this is a general condition of young males, and since that's
the bulk of the population who play games at all, it's a pretty
general condition. However, it's not the whole story.
Let's separate out those Simulationists who truly don't care about
getting a good story. (Warren Dew, perhaps you? I can't think of any
others.)
Of those who do... well, they can reasonably say "I care about story
too, I just go about it in different ways."
What ways? Well, it's basically about space versus time. The
Simulationist who wants a good story starts with a spacelike initial
condition that will generate stories by simulation from then on. The
Dramatist makes decisions _embedded in the time axis_ that generate
such.
That's the key _embedded in time_ versus _outside time_. The latter is
so much harder for most humans to grok (ref: functional programming
languages) that it's easy to miss it completely. However, we're still
talking about a situation where both Simulationists and Dramatists
make a great many creative decisions to produce a good story - it's
just a question of whether they're made outside, or embedded in, time.
Here's the last example from the ICQ discussion:
Russell: That's actually an interesting example of the time axis. I
knew he'd order Sinclair and Diana down that mineshaft, an apparently
wildly irrational act. I had no idea why; at the time, I still thought
Diana inherited her Talent purely from her mother. I also had no idea
why Diana's a full notch higher (on a very steep exponential scale!)
than anyone else who's ever lived on that planet.
I figured out the single fact that explains all three, and itself
follows logically from a motive - in time for the General to explain
it to Diana.
I don't know whether my ability to do that is something that would
baffle at least some hard-core simulationists as much as your ability
to create [*] in such a way that pure simulation would then produce so
many interesting sessions, but it wouldn't surprise me.
What, if any, difference this should make to the FAQ I right now have
no idea, but figured it'd be a return of favors over the years to this
newsgroup to post this much.
[1] I'm omitting from this discussion exceptions such as 'Paranoia'
that prove the rule.
[2] It should be obvious that tendencies among people are almost never
all-or-none, so fuzzy logic rather than strict Boolean logic is
intended here.
[*] Person asked me to leave their identity out of this.
conversation with someone else - why so much heat and little light
gets generated whenever Simulationist vs Dramatist comes up, and in
particular why Simulationists are so prone to finding the Threefold
useless or a positive hindrance.
In a nutshell: Dramatist is defined as making decisions with the
intent of creating a good story, and Simulationist is defined as _not_
doing so. (It can't be defined as making decisions with the intent of
creating a logically consistent and plausible setting, because every
halfway decent GM [1] does that, so the word would then have no
semantic content; and yet it's clear there is a real phenomenon to be
named.)
So why do Simulationists so often _reject_ this description of their
style?
Part of it is the difficulty of actually figuring out who's
Simulationist and who's not. [2] One reason I explained in this
snippet of the ICQ conversation I mentioned above:
Russell: *nods* I used to think I was quite strongly simulationist,
until I realized that was machismo brought on by an excessively high
ratio of testosterone to life experience, and in fact I'm much more
middle of the road.
Obviously this is a general condition of young males, and since that's
the bulk of the population who play games at all, it's a pretty
general condition. However, it's not the whole story.
Let's separate out those Simulationists who truly don't care about
getting a good story. (Warren Dew, perhaps you? I can't think of any
others.)
Of those who do... well, they can reasonably say "I care about story
too, I just go about it in different ways."
What ways? Well, it's basically about space versus time. The
Simulationist who wants a good story starts with a spacelike initial
condition that will generate stories by simulation from then on. The
Dramatist makes decisions _embedded in the time axis_ that generate
such.
That's the key _embedded in time_ versus _outside time_. The latter is
so much harder for most humans to grok (ref: functional programming
languages) that it's easy to miss it completely. However, we're still
talking about a situation where both Simulationists and Dramatists
make a great many creative decisions to produce a good story - it's
just a question of whether they're made outside, or embedded in, time.
Here's the last example from the ICQ discussion:
Russell: That's actually an interesting example of the time axis. I
knew he'd order Sinclair and Diana down that mineshaft, an apparently
wildly irrational act. I had no idea why; at the time, I still thought
Diana inherited her Talent purely from her mother. I also had no idea
why Diana's a full notch higher (on a very steep exponential scale!)
than anyone else who's ever lived on that planet.
I figured out the single fact that explains all three, and itself
follows logically from a motive - in time for the General to explain
it to Diana.
I don't know whether my ability to do that is something that would
baffle at least some hard-core simulationists as much as your ability
to create [*] in such a way that pure simulation would then produce so
many interesting sessions, but it wouldn't surprise me.
What, if any, difference this should make to the FAQ I right now have
no idea, but figured it'd be a return of favors over the years to this
newsgroup to post this much.
[1] I'm omitting from this discussion exceptions such as 'Paranoia'
that prove the rule.
[2] It should be obvious that tendencies among people are almost never
all-or-none, so fuzzy logic rather than strict Boolean logic is
intended here.
[*] Person asked me to leave their identity out of this.
--
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To reply by email, remove
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http://www.esatclear.ie/~rwallace
"Sore wa himitsu desu."
To reply by email, remove
the small snack from address.
http://www.esatclear.ie/~rwallace