Irick
New Member
[SIZE=14.666666666666666px]There are many views as to the role of a Game Master at the table. I will not say mine should be privileged over any other, simply that it is mine. This will serve as an attempt to lay out my findings and ideas as wholly as I can. The first question that we must turn to is that which is most fundamental: What is a game?[/SIZE]
[SIZE=14.666666666666666px]In [/SIZE][SIZE=14.666666666666666px]The Grasshopper: Games, Life and Utopia[/SIZE][SIZE=14.666666666666666px] Bernard Suits argues a fairly convincing definition of play: [/SIZE]
[SIZE=14.666666666666666px]"To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude]."[/SIZE]
[SIZE=14.666666666666666px]However, this does not define a game. It gives us the action of playing a game. Now, game, Like play is a hard nut to crack. I think we can agree that all games have rules, even if they are fast and loose rules, but I don’t think any of us would argue that the rules themselves make up the game. I will start with the assumption that a game must be the rules plus something else that transforms the rule set into a full fledged game. Imagine a child finding the New Games Book, reading the rules for Smaug's Jewel, gathering the cones and making a suitably tempting shiny for the jewel then finally gathering a group of friends to play. Where does the game come into being?[/SIZE]
[SIZE=14.666666666666666px]Similarly, let us imagine the same child reading over D&D, or another RPG system. They gather their minis, they roll up characters, they read through their module and bring their friends to the table. When does the game… start?[/SIZE]
[SIZE=14.666666666666666px]I argue that this is fundamentally the same scenario, and thus, I define games in this way: A game is the emergent property of a system consisting of Design Intent, Rules, Implementation and finally Play. In D&D, The Game Designer provides the Design Intent, which uses a common culture to generate Rules. The Dungeon Master interprets the Rules and builds the Implementation, then finally, the Dungeon Master and the Players engage in Play to bring the Game into being.[/SIZE]
[SIZE=14.666666666666666px]I feel it is important to note that I envision this system as in a state of constant feedback. The Game Designer is listening to Dungeon Masters as to what works in their campaigns to create better Rules. The Dungeon Master is listening to their Players to plan better sessions (Implementation) and finally, the players are listening to themselves to create better Play. This system is also not unaffected by the culture surrounding it, but I think that to extend past these points ensures that my model becomes chaotic.[/SIZE]
[SIZE=14.666666666666666px]I would also argue that this model can work for any kind of game. In video games, for instance, we would consider the code and assets on the disk to be the implementation. However, I think that in framing it in D&D contexts we can far more easily the effects of one of my fundamental arguments: A change in any of the parts fundamentally changes the system.[/SIZE]
[SIZE=14.666666666666666px]As much as Pathfinder society would like us to believe otherwise, no two GMs are the same. I go farther, and I hope, somewhat de-mythicize the role of GM by positing in addition to no two GMs being the same, no two players are the same. I argue that a game, no matter how large, becomes fundamentally a different game as the players cycle.[/SIZE]
[SIZE=14.666666666666666px]In light of this model, what becomes the role of the GM? In video games, the implementation is fixed for the most part (Mods and player added content allows for the Implementation to still complete the feedback loop to the Design Intent). The Implementation standardises all Player experiences within a common system of understanding and implicit rules. Similarly, it is the GM’s function to act as a point of stabilization and standardization. To prevent the feedback loop from overloading the system and descending into chaos. GMs do this by acting as a final point of arbitration, an embodiment (Implimentation) of the Rules. Now, just as not every chess set is exactly the same, GMs can not expect for their Implementation to exactly mirror every other GM, and in fact for the feedback loop back to the Designer to work they should not. However, GMs provide a feedback buffer and stability to the Game.[/SIZE]
[SIZE=14.6667px]Anyhow, that's as far as I've been able to get without getting into more practical advice. I'd be thrilled to hear anyone's thoughts on this [/SIZE][SIZE=14.6667px]model or consider competing claims![/SIZE]
[SIZE=14.666666666666666px]In [/SIZE][SIZE=14.666666666666666px]The Grasshopper: Games, Life and Utopia[/SIZE][SIZE=14.666666666666666px] Bernard Suits argues a fairly convincing definition of play: [/SIZE]
[SIZE=14.666666666666666px]"To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude]."[/SIZE]
[SIZE=14.666666666666666px]However, this does not define a game. It gives us the action of playing a game. Now, game, Like play is a hard nut to crack. I think we can agree that all games have rules, even if they are fast and loose rules, but I don’t think any of us would argue that the rules themselves make up the game. I will start with the assumption that a game must be the rules plus something else that transforms the rule set into a full fledged game. Imagine a child finding the New Games Book, reading the rules for Smaug's Jewel, gathering the cones and making a suitably tempting shiny for the jewel then finally gathering a group of friends to play. Where does the game come into being?[/SIZE]
[SIZE=14.666666666666666px]Similarly, let us imagine the same child reading over D&D, or another RPG system. They gather their minis, they roll up characters, they read through their module and bring their friends to the table. When does the game… start?[/SIZE]
[SIZE=14.666666666666666px]I argue that this is fundamentally the same scenario, and thus, I define games in this way: A game is the emergent property of a system consisting of Design Intent, Rules, Implementation and finally Play. In D&D, The Game Designer provides the Design Intent, which uses a common culture to generate Rules. The Dungeon Master interprets the Rules and builds the Implementation, then finally, the Dungeon Master and the Players engage in Play to bring the Game into being.[/SIZE]
[SIZE=14.666666666666666px]I feel it is important to note that I envision this system as in a state of constant feedback. The Game Designer is listening to Dungeon Masters as to what works in their campaigns to create better Rules. The Dungeon Master is listening to their Players to plan better sessions (Implementation) and finally, the players are listening to themselves to create better Play. This system is also not unaffected by the culture surrounding it, but I think that to extend past these points ensures that my model becomes chaotic.[/SIZE]
[SIZE=14.666666666666666px]I would also argue that this model can work for any kind of game. In video games, for instance, we would consider the code and assets on the disk to be the implementation. However, I think that in framing it in D&D contexts we can far more easily the effects of one of my fundamental arguments: A change in any of the parts fundamentally changes the system.[/SIZE]
[SIZE=14.666666666666666px]As much as Pathfinder society would like us to believe otherwise, no two GMs are the same. I go farther, and I hope, somewhat de-mythicize the role of GM by positing in addition to no two GMs being the same, no two players are the same. I argue that a game, no matter how large, becomes fundamentally a different game as the players cycle.[/SIZE]
[SIZE=14.666666666666666px]In light of this model, what becomes the role of the GM? In video games, the implementation is fixed for the most part (Mods and player added content allows for the Implementation to still complete the feedback loop to the Design Intent). The Implementation standardises all Player experiences within a common system of understanding and implicit rules. Similarly, it is the GM’s function to act as a point of stabilization and standardization. To prevent the feedback loop from overloading the system and descending into chaos. GMs do this by acting as a final point of arbitration, an embodiment (Implimentation) of the Rules. Now, just as not every chess set is exactly the same, GMs can not expect for their Implementation to exactly mirror every other GM, and in fact for the feedback loop back to the Designer to work they should not. However, GMs provide a feedback buffer and stability to the Game.[/SIZE]
[SIZE=14.6667px]Anyhow, that's as far as I've been able to get without getting into more practical advice. I'd be thrilled to hear anyone's thoughts on this [/SIZE][SIZE=14.6667px]model or consider competing claims![/SIZE]