SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Actor/Author/Director Stance: How's that sit with you?

Started by TonyLB, January 20, 2007, 09:10:51 AM

Previous topic - Next topic

TonyLB

Yes, they're terms that have been used extensively on the Forge!  Ooooh!  SCARY!  Basically, these are different ways that people choose to put stuff into the fiction of the story:

   Actor:  Doing what you believe your character would do, whether it makes the game fun for you or not.

Author:  Doing what makes the game fun for you, whether it's what you believe your character would do or not.

Director:  Describing stuff that is not through the agency of your character ("So I grab a bottle off of the bar" when you're just now narrating that the bar has bottles ... plausible, but still new narration)

You can definitely draw different borders between things people do, obviously.  Personally, I think there's a distinction between describing stuff not through the agency of your character because you think it would happen ("So we've taken out three support pillars?  Well, obviously, pieces of concrete start falling from the ceiling!") and describing such things because you think it'd be fun ("Oh, when we break the wall open there should totally be rats just pouring out of it ... that'd be so GROSS!")  But I think the three categories above are useful for getting people talking and thinking about what they're doing.

What about you?  They sound good to you?  Or stupid?  Or ... what?
Superheroes with heart:  Capes!

Blackleaf

whether it makes the game fun for you or not

To me, this seems like you're doing what you think you're "supposed to do" in the game -- in effect you're trying to "win" by playing the game "properly" to create a good / realistic / entertaining narrative.  This should be making the game fun for you, even if it's "hurting" your character.

It cuts across actor/author/director/(whatever) stances...

peteramthor

As a player I do all three.  What term is there for that?  This is a problem I have with a lot of the Forge 'classifications' they try to narrow things down way to much or into sections that aren't logical.  GNS theory is the biggest of these.  Everytime I've explained it to people they simply say that a little bit of all three work for them.  So then it appears to be making jargon for the sake of making jargon.

My two cents.
Truly Rural dot com my own little hole on the web.

RPG Haven choice.

Quote from: Age of Fable;286411I\'m taking steampunk and adding corporate sponsorship and self-pity. I call it \'stemo\'.

TonyLB

Quote from: peteramthorAs a player I do all three.  What term is there for that?
Uh ... "doing all three."

They're descriptions of what you're doing in a particular moment, not some sort of labels in a game of identity politics.  It's like making a "screwdriver / hammer / duct-type" division in home-repair tasks ... it's sensible to talk about when you use one tool and when you use another, but you wouldn't expect people to affiliate with one tool to the exclusion of all others ... well, yeah, duct tape, but that's just a failure of my analogy :D

"I'm an Author-type player!" is nonsense.

"I was confronted with a situation where the Actor-type response and the Author-type response were clearly different ... interesting choice to be made there!" is more workable.
Superheroes with heart:  Capes!

TonyLB

Quote from: StuartTo me, this seems like you're doing what you think you're "supposed to do" in the game -- in effect you're trying to "win" by playing the game "properly" to create a good / realistic / entertaining narrative.  This should be making the game fun for you, even if it's "hurting" your character.
Uh ... what? :confused:
Superheroes with heart:  Capes!

Levi Kornelsen


Settembrini

What happened to good old literary techniques?
Why invent the wheel a second time?

http://en.wikipedia.org/wiki/Viewpoint_Scope_%28literature%29

http://en.wikipedia.org/wiki/Point_of_view_%28literature%29


I prefer "third person limited omniscient".
http://en.wikipedia.org/wiki/Omniscient_narrator


Really, "stances" are for people who either don´t know better, or who like to invent new jargon.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Consonant Dude

Quote from: TonyLBWhat about you?  They sound good to you?  Or stupid?  Or ... what?

No, not stupid. I use them in my gaming. It's something I think most roleplayers do so. So I guess we're all aware of them from the moment we start gaming but I started really thinking and maximizing the different stances in my sessions 10 years ago, with Maelstrom/Story Engine, although it doesn't use that exact language.

I think stances (or whatever people want to call them) are one of the most powerful tools you can use in roleplaying. They have a big effect on our sessions.
FKFKFFJKFH

My Roleplaying Blog.

Levi Kornelsen

Quote from: SettembriniReally, "stances" are for people who either don´t know better, or who like to invent new jargon.

They're not all that new.

Settembrini

Well 200x AD is new.
Compared to two thousand years of literary studies.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Levi Kornelsen

Quote from: SettembriniWell 200x AD is new.
Compared to two thousand years of literary studies.

198X, but yes.

*Shrug*

They are the "whatever person" things, just specific to gaming.  As such terms go, they meet my criteria of useful:

1. I can see them in play, and reproduce them reliably.

2. They're shorter form than the 'standard terms'.

3. They sound like what they are, and don't sound dumb.

4. Sometimes, one is more useful to a given moment of play than another.

droog

In order seriously to think about roleplaying, at some time terms will be needed that are different from literary ones. A game is not a book. For instance, one does not take up an author stance while reading a novel.

This stuff goes back beyond the Forge. If you don't like the terms, you may be out of luck. But do you accept that talking about roleplaying will need, eventually, a critical language of its own?
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

TonyLB

Quote from: SettembriniWhat happened to good old literary techniques?
Why invent the wheel a second time?
Does the point-of-view or voice of narration have anything to do with stance?

If I'm playing Brog the Barbarian, I can describe his actions as "Brog kills the orc" or "I kill the orc," and that's voice of narration.  That changes how I express something, but not what the in-fiction thing happening is.  

If I'm killing the orc because that's what Brog would do (whether it makes the story fun or not) then it doesn't really matter whether I describe it in first, second or third person narration, does it?  The difference between the stances isn't about how I narrate what happens, but about what actually happens, and why.

I don't see much conceptual intersection between stance (as described) and narrative point of view (as linked).  Is there a connection that I'm missing?  If so, can you be more clear about what it is?
Superheroes with heart:  Capes!

Kyle Aaron

Quote from: droogBut do you accept that talking about roleplaying will need, eventually, a critical language of its own?
Nope.

I got through a history and english degree without having to use any jargon at all. I always wrote in such a way that a person utterly ignorant of the field could read my essays and understand them. They might not be interested in them, but they could understand them - without a glossary.

Plain English is amazingly versatile and expressive, if you make the effort to use it well.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

droog

Well, that's as may be, but Settembrini's point is that we can simply adopt the language of lit-crit. I don't think so. There are things that happen in an RPG that are completely different from other forms.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]