You guys remember blog rings? I remember blog rings. They were one of my favorite things of the ancient era.People with a particular passion would write about that particular passion on their blog, and they would find other people who shared it through various means, either meeting them in person or hanging out on the same online forums. They would shake hands and make a gentleman's agreement to link to one another in a little sidebar and refer to one another's posts when it became useful to do so in the course of one of their own.We used to have relatively long-form communication then. People would write out their ideas in more complete forms and toss them back and forth. Things happened. Ideas had their rough edges polished off. Concepts were refined.It was a better day than this of the 280-character pithy reply. Maybe we should go back to those days.Anyway, Spyder got around to writing a reply this morning to the What IS Storygaming? response I had to his video. You know what that means.Once more into the trenches, my fellows.Am I going to use old-school quote response style? Maybe! It kind of feels appropriate. Let's roll back the days to blogrolls and Usenet.
Yeah, this is unironically something I want to see happen again. So, far as I'm concerned, regardless of whether I "win" or "lose" the argument, what is occurring right now is a win. And I like that. I didn't get to this, back in the day. I was very effectively removed from those days for all kinds of reasons that we won't get into here, but this, to me, is a ton of fun.
Let's start here because it seems like the right place to begin, mainly because it undercuts the whole point of the previous process altogether. It also misses the fact that my previous response was way nicer than my natural inclination is, because I wanted it to actually stand as a potential reference.
This caught my attention, so for the moment I'm just gonna keep reading and see what he does with it. "Undercutting the point" is an interesting claim, and I want to know what he means.
But more importantly, I don't care about the camp metaphor. The essential question was, what is a thing? I talk about what is a thing. I don't need to dress it up. I don't need to make it colorful and do a little dance.
And this is where that first "Our goals do not align", comes in. An essential part of how I do things is to allow people to come to a conclusion. What you're calling dressing it up and dancing is saying that a trail already exists, and that maybe Weirth can find it.
You don't have to like it. But it is how I operate. I have no intention on stopping.
Here's the thing. I'm not trying to do anything per se in terms of persuasion, because that is lost effort. I don't need to persuade someone that story gaming is better than the mode of play that they're already engaged in, because either it is or it isn't. But just as importantly, that's what the OSR dickheads do three quarters of the time online, and I don't want to be one of those guys.
I'm not trying to persuade Weirth, or anyone, beyond attempting to communicate the concept in a way that allows for actual understanding, which is really hard to do. You talk to people, and try to figure out how you best communicate to them.
I, on the other hand, am going to point out something that Spyder seems to have forgotten here, and it's something that's kind of critical when writing this sort of thing and publishing it online. That's that the one person that you're talking to is not the one person that you're talking to.
Your audience is everyone who reads it. In order to reach out and communicate with all the people who are reading it, and in fact, most of the people who are going to be reading it, you have to talk about the things that they know and their attitudes, and not just the single point of contact, because you chose to make that not the case when you decided to go wide with the publication and make it public.
You've invited the public in, so even the guys in the cheap seats get an opportunity to be seen from the stage. Give them a chance. Talk to them.
Here I'm addressing the inevitable group of people who are going to read this from outside, many of whom are going to be coming over from OSR lines because a search turns it up at some point, or they hear it talked about in a conversation.
This, right here, is one of the most interesting things Lex says. It's not that I disagree. I am posting this on a blog. It's public. Yes. Talking to one person seems counterproductive, on first blush. It is a reasonable point, and I want to give it its due.
The problem is that I very rarely see Lex's point actually work. Most of the stuff I've read on the web that's convinced me to change my mind are conversations between individuals. There's unspoken history I don't know, context I don't have, rough edges that never get hashed out, the gaps are the things that somehow pulled me in. I'm attempting to provide the thing that got me in the first place.
So, I did think about tomorrow, it's that what I think may be valuable for someone is just hearing the name "Tony Bath" and not getting much more context on what that means unless they go hunting. If they don't want to hunt? Fine. No skin off my nose.
Now this is just wrong, and not only wrong, but an underhanded jab. A mistake did not lead to the creation of the Forge. An intentional choice, grounded in the experience in the TRPG hobby of the time, driven by men of both ego and capacity,[4] led to the creation of the Forge.
The Forge itself led directly to what is a significant backbone of the theory and practice that is responsible for the modern indie RPG hobby as the cottage industry that it is.
Note the careful evasion of actually defining what that "mistake" was. If you're going to call it out, you've got to call it out. If you're going to evoke it, you've got to evoke it.
Now, this is just silly .I was very clear. And also, quoted out of order, if I may add? That doesn't read well. But, here, earlier in the post you're quoting:
Lex. Lex. Mechanics are a concretization of philosophy. And I know you know this. Pitting philosophy against mechanics is the thing that the Forge was reacting against, which is at the heart of modern DnD! One of the old guard shouldn't be making this mistake. And yet, here we are.
Here's the error, which compounded in the 3.5 days. System matters because philosophy and mechanics must be aligned, with mechanics flowing from philosophy. Men of great ego and capacity, driven by widsespread ludonarrative dissonance, created the Forge. I was certainly not trying to jab at anyone, and I wish you'd just asked for clarification instead of assuming I meant an under-handed jab.
Perhaps the largest mistake here is to think that this is a personal message. What's the title on this particular growth in my digital garden? "What is story gaming?" That's not about a particular conversation or a particular person or even a particular story.
That title is consciously chosen, along with the cover that goes with it. I specifically picked up the idea of the fairy tale, the quote "fairy story," as central, an illustration, because it's universal. I want to talk about universal themes, not of stories necessarily, but of design.
And yet, here you are, writing to me. Calling me by my username: Spyder Openly. Hell, if you wanted to you could just call me Nathan. I wouldn't care.
But, if this wasn't a personal address... why personally address? Like, on paper I understand what you're saying, but in the practical, we're writing this blog posts to each other, with Weirth as an implied part of the conversation. Because, as it turns out, it's far more fun to write to people, and to address their context. You attempt to not leave out too many gaps, but you and I and even Weirth have been doing that as we have gone on.
And that's actually okay, for the record. Gaps have a way of getting people moving.
The problem for this paragraph of yours, this penultimate point, is that you didn't actually provide a practical demonstration of the philosophy of story gaming. You talked a lot of hype about how it could happen, but you didn't show how it does happen. You never grounded it. You never landed the plane.
You could have easily done it from the beginning. Your 24-minute walk could have been a 10-minute distillation, especially given the "he already knows that" bits, which really are the actual explication of the process and thinking of story gaming.
If he already knows all that, then you didn't need to have that conversation in the first place, and you certainly didn't need to make it public. If he didn't know all that, then my approach of explaining the philosophy and the grounding motivations followed by more literal examples is far superior to your hype-man approach. That's before we even talk about the failure of the Count of Monte Cristo illustration. That was just a dud across the board.
I don't convince a wargamer by doing anything. I don't need to convince a wargamer, especially if they're asking questions about what it is. I don't need to persuade them. They're already doing it.
All I have to do is say, "Hey, the same methods that you're using to think about tactical gaming, if you apply those to think about how the story moves and why the story moves —maybe with some mechanics that help you with that along the way — you're golden. Keep doing what you're doing."
That doesn't make for much of a discussion.
Except that there's one problem, which I feel like isn't being addressed. If you do exactly what you said, you will hit so many branches on the way down that you'll practically look like a candy cane. Communication sometimes has to be succint, but I don't believe it to be one of those times. Could I have been more concrete in drawing forward from the wargaming experience to the storygaming one?
Absolutely. I'll cop to that. Sure.
I won't pretend that I wasn't talking off the cuff, while walking around. It's a flawed video, a first attempt that I don't think is perfect (particularly with discovering not one but two deadzones right outside my house), but I think I like the format and want to improve on it.
But my basic read was to provide elucidate on the common ground between wargaming and storygaming by showing that I knew their processes, understood them, and liked them, and then try and say something like what you said:
"Hey, the same methods that you're using to think about tactical gaming, if you apply those to think about how the story moves and why the story moves —maybe with some mechanics that help you with that along the way — you're golden."
But I would add a bit to it, and I tried to, and I fucked it up. So here's hopefully me doing that last part better.
"Those methods that you've learned: systemic generation, carrot and stick rewards, and committing to the overarching narrative as it proceeds, can be applied in ways you wouldn't expect. You can take all of these methods and apply them to a deeply psychological game."
And then I would end with a question
"Do you want to know how to do that?"
Because, contrary to what you may think, Lex, I am not trying to convince Weirth, or even win him over. And if, at that point, it had been established that Weirth understood me but didn't wish to go any further than that, cool! Communication was achieved.
But communication is a two-way street. He has to know that I can understand him. And that's what I tried for, well done or not.
As I close, I'm posting this next one out of order, but I think it's fitting that it's put here, so I hope Lex agrees to the appropriateness. If not... well I did it and we'll just have to make sure I don't do it again.
For the record, I essentially disagree that mechanics are a concretization of philosophy. Mechanics can be guided by your philosophy, but they aren't strict reifications. The philosophy has to come first. It's what motivates and grounds, so we have to talk about the philosophy absent mechanics first.
I didn't say mechanics are always a successful implementation of your philosophy, but mechanics always express a philosophy. But, given how you were just busting my balls about not providing concrete examples of the storygaming philosophy... well the chuckle you got out of me was at least somewhat warranted. Concreteness for me, but not for thee?
