Forum changes: Editing of posts has been turned off until further notice.
Started by Vaxalon, November 02, 2005, 03:40:33 PM
Quote from: Ron Edwards on October 31, 2005, 08:50:25 AMHi Fred,The relevant time-unit for an "instance of play" is a reward cycle. In Dogs in the Vineyard, for example, conflicts arise, fallout is taken, events occur, and a town is transformed to greater or lesser extent by those events - creating new conflicts, either here or elsewhere. I hesitate to generalize, but historically, reward cycles are composed of one or more sessions, and sometimes longer. They are certainly not scenes, which by definition have to be components of the fictional events within and during the reward cycle.Those of you who've been paying attention will note that Vincent's "whirlwind" is a reward cycle.So the existence of a Creative Agenda "for a scene" is nothing but a glimmer, or a teeny hope, or fate's teasing. It's not a Creative Agenda, but evidence that such a thing might exist. What always interests me in such situations is not that the evidence shows up occasionally, but rather why it's so fleeting.In my experience, groups have been known to stick together for years on the basis of such glimmers appearing, oh, once every few sessions or so. It reminds me a lot of abusive relationships in which the woman with a black eye tells you all about how the guy really loves her, because he gave her a nice present for Valentine's Day last year.Best,Ron
Quote from: Provisional GlossaryReward System (a) The personal and social gratification derived from role-playing, a feature of Creative Agenda. (b) In-game changes, usually to a player-character, a feature of System and Character. (c) As a subset to (b), improvement to one or more of the character's Components. Typically, the term refers to how (a) is facilitated by (b).
Quote from: Ron Edwards on November 02, 2005, 09:28:10 PMJust translate it into sports or something similar. Let's say the softball game was a blast this afternoon. Do we have to dissect out just how your personal enjoyment of the game was a component of the overall enjoyable team-level day-level event-level phenomenon of softball? Or that the latter is composed of multiple examples of the former? Is this really anything worth doing?
Quote from: Ron Edwards on November 02, 2005, 09:28:10 PMWhat keeps you coming back? If it's not about some dysfunctional fuckup thing where you keep coming back because you didn't get what you want, so you try again. If it's about really having fun like gamers keep bleating about without ever doing it. But you! You're actually having fun. What keeps you coming back?The social reinforcement of the fun. See, it's not just the thing with you and your character. It's these people, 'cause they had fun too, with you. Doing this specific thing together.When that hits for everyone, not necessarily simultaneously or not in the same ways simultaneously in terms of Techniques and Ephemera, in regard to the interactions with System, now we're talking about reward cycles. Stuff happened with the characters. The instruments of play change. This has everything to do with why we're here. It's fun, we got a payoff. The game worked. The social fun worked. We didn't waste our time.
QuoteWhat I hear implied in what much of Ron says is that any energy put into the smaller cycles, (using the sports analogy) drains it from the longer cycles, so that people who aren't "team players" are a detriment to the overall effectiveness of the group. I'm not sure that that's always true.