Naturalism, the Story of the Day, and RPGs
Wednesday, January 25, 2006
Over on anyway Vincent is, as usual, busy accidentally on purpose kicking over a hornets nest. There’s a lot of noise going on over there, and so I thought I’d step over here for a moment to say a few words that are indirectly related to what he’s talking about.
The first thing to say is: there is more than one way to “tell a story.” In fact, there are more than a hundred ways to do it. Between mode, audience, medium, and cultural variables the amount of things that go into making a story are massive. Even in RPGs you can play a very gamist game and end up with a story – and do so regularly. However, I think that in the far fringes of RPG theory land we’re coming to the point of going off into separate directions, and I think it could do well to look at those directions and some of the cultural and rhetorical stuff going on behind them.
First off “story play” and “storytelling” are very loaded terms, and very much given to value judgment and asshattery. So I’m going to try to stay away from them. All games can result in story, the question is how they go about doing that. Simulationism, for example, can make great stories – but Sim is more often concerned with making great experiences than great stories. It is more important that you get to do the thing and feel the thing in the moment than the construction of the story. That you got to climb the wall and rescue the princess is the point, not what the climbing and rescuing do in narrative structure terms, much less in moral statement terms*.
Then there comes Nar, which is assumed to be about addressing premise. This started off as a very character centered thing – you have a character, that character addresses premise, and through that builds theme and story. However, there is still a degree of essentially experiential creation of story going on in most first and second generation Nar games. That is to say, you now consciously think about the construction of the story, but you still construct it through your character.
Now Vincent, and others, are looking at taking some of that (all of that?) element out: they want you to interface with the construction of the story from an external POV. That is, you do not guide the story through character, you guide the story as an equal teller of the story. The game can have experiential elements to it, of course. Any writer can tell you that it is possible to get very into your own story. However, the point isn’t to “do this guy” or “push this guy” or to “experience this thing” it is, fully, to “tell this story as joint authors not tied to specific character elements.”
Understandably a lot of people have issues with this. It moves the whole “role playing” thing off the table. Really, in a hard-line version of some of the games Vincent is directing his platonic laser-pointer towards there wouldn’t be a huge amount of the experiential, of the playing or experiencing, the characters. It would be about constructing the story, rather than living the story.
Now, one of the reasons this is difficult is that our culture (not just gamers, most normal people too) have a rather odd relationship to story. We can all appreciate a good story, from Shakespeare to Spiderman 2, but we can’t all tell a good story of that type. And it is that last point that is important. Of that type.
Here is something Neel said on anyway:
“The games I run and play in aren’t stories. When we play, me make this gigantic tangled mass of narrative. There’s too much stuff in them to be a story. We make stories out of them, by taking a particular point of view, and highlighting some bits of the mass as important, and sidelining other things.
When you take a point of view to get a slice of the game, you get a story — protagonists, antagonists, and supporting characters emerge. However, you can slice a game in multiple ways, and get multiple stories. And in each slice, who the protagonists are is different. All from the same play session.”
That, I think, is the way a lot and a lot of people construct story for their game. It is a perfectly functional mode, and one that can construct story from multiple creative agendas. (Though different creative agendas will result in different ways and power dynamics of how the story is built, the story can still be there in the end.) One of the reasons this works so well is that its what we’ve learned to do over years of gaming: it goes well with the experiential mode and mixes the ability to “be there” and also “tell that” into one activity.
However, I’d say there is another reason that it comes easily to a lot of RPers. While we often lack the ability to tell a crafted story that is built from the ground up in our culture, we are very good at telling “the story of the day.” It’s something that a lot of people, gamers and non are quite good at doing. (It’s also something that many are quite bad at doing – but that’s not surprising. Remember, 90% of everything is crap.)
The “story of the day” is the anecdote, the funny or sad story, the appeal to joint humanity and call for emotional response that has come to dominate the field of oral storytelling in our culture. I’m a big story of the day teller, to the point that my friends, while endlessly entertained, often will turn to my wife and say “and what actually happened?” My semi-infamous Lancaster Saga is a written story of the day cycle. They work better when told orally then written, and have resulted in me having rooms full of people hanging on my every word for hours at a time. I’m a good storyteller, yo.
The thing is though, I’ll tell these stories that I’ve been telling for a while now, and then when I’m done someone who “isn’t a storyteller” and who didn’t practice will often step up and tell a story just about as good as the one I just finished. Shorter, usually, but quite complete as a story and very much in the mode of social-communion that oral storytelling is supposed to fill at the social level. People, normal people, can do this. People, normal people, are good at this. Despite the fact that they suck at trying to write a story or construct a novel.
The reason for this is that there are different skill sets getting applied. When you write a novel in a mode other than the expressionist, you are constructing and deliberately laying out a lot of plot work, a lot of external control, and creation from the substratum. OTOH, when you tell a story of the day you are taking events that really happened and simply making them coherent, taking an angle on them that semi-intuitively builds your narrative pattern based on a naturalistic model. You have too much stuff going on in real life to make a story, so you take a slant on it, highlight the important points, and then build them into a simple narrative. The rhythm of experiential events forms your skeleton, the highlighted events your muscles, and then all you have to do is apply the skin of your angle and intention to get a story.#
If you’re now saying that sounds a lot like what Neel wrote, you get a gold star.
Lots and lots of people can do this. They do it naturally. They do it instinctively. It is part of our cultures heritage of oral storytelling, and so being able to do that in the oral storytelling medium of RPGs only makes sense.
Now, what Vincent is looking to do is to divorce RPGs from that mode and move them more fully into the mode of “constructing a plot from the outside” – which is how most novels and screenplays get written. This will necessitate the development and support of a whole new set of skills, a set of skills that many people don’t have at all. What’s more, doing it collaboratively and as you go will require yet another set of skills – a set that even the great novelists and screenwriters of our day don’t necessarily have. They aren’t doing this real time, they’re able to move back and forth and pre-plan and pre-play as much as they like. We can’t do that, and so have a harder road to hoe.
Which doesn’t mean it can’t be done. In fact, I look forward to it. I’m excited by it. I think it can be done, and what’s more will be done. But I do understand how and why people get freaked about it. It is, fundamentally, not the same type of game as those that we’re used to playing and does not tell the type of story that most of us are good at telling.
Hell, it won’t be a type of story that anyone is good at telling. It will require a combination of skills from different areas (impro, dramatic writing, oral storytelling) that are pretty rare. Which just means we need excellent mechanical support to make it go, to give people who are interested tools to build new skills.
And for those who aren’t interested? No worries, and no value judgments. Our societies bourgeois power-discourse value system based on sellability is crap, and there is nothing inherently more valuable or worthy about writing a novel than telling a story of the day. No one is (or should be) saying that one is better than the other. What I am saying is that I like both, and have so far only been able to successfully and repeatedly do one – and I (and others) are now looking for ways to do the other.
Next: Myerrs Briggs game type test.
* Though it is worth noting that John Kim, and others, have pointed out that reflection upon experience based play like this can lead to celebration/reflection/meaning in a way not dissimilar to the anthropological understanding of myth-mysteries, so hey….
# One of the reasons that people who are bad at the story of the day are so bad at it is that they fuck up one of these levels: either they tell you all the details (screwing up the pacing for the whole event), don’t hit the right highlight events, or don’t take any angle on it and just spit out the unexpurgated contents of their minds at you. I leave the conclusions about how this interacts with RPGs and story creation to you.

