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Theory The Forge - Essays on RPG Theory 2023-07-29

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Fenris-77

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Fenris-77 submitted a new resource:

The Forge - Essays on RPG Theory - Ron Edwards and Others on RPG Theory

For ease of reference I've collected a bunch of essays from the Forge on RPG theory. The document includes Edwards' three well-known essays on Simulationism, Gamism, and Narrativism, as well as several other articles including a couple by Emily Dresner on RPG design. I don't think these are the last word on theory, but they form a core part of how a lot of people talk about RPGs so they might be worth reading if theory is you bag. Enjoy!

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I found Edward's more personal, less formal essays on Pink Slime Fantasy and Fantasy Heartbreakers more engaging than his game theory essays.
I haven't read the fantasy heartbreakers essays, but I'll give them a go. :thumbsup:
 
I somehow missed all the goings-on about the forge. I suppose I ought to read these essays to see what all the fuss was about.
 
These things have poisoned the well of RPG theory so thoroughly that, to this day, it's hard to get a proper discussion going.
I think it's more the uses its been put too than the theory itself, flawed as that theory may be. That is often the case with theory sets. I find the same to be true with a variety of Literary Criticism theories.
 
I wasn’t around for the Forge, but from what I’ve heard they made good criticisms of specific games and trends. Like ludonarrative dissonance between rules and fluff in self-styled storytelling games, or the perennial heartbreaker problem. I recently read a self-admitted ripoff that suffered from the heartbreaker problem in spades, and I wished that the author had made an original game instead.
 
I think it's more the uses its been put too than the theory itself, flawed as that theory may be. That is often the case with theory sets. I find the same to be true with a variety of Literary Criticism theories.
I think the "RPGs can only succesfully follow one creative agenda" stuff was both wrong and bad for rpg design.
 
I think the "RPGs can only succesfully follow one creative agenda" stuff was both wrong and bad for rpg design.
I'd agree. It seems like a very strange idea to have arrived at. I'm surprised many people gave it much thought.
 
I guess for a game designer, it is more exciting to think in terms of creating new games crafted to provide a fresh, unique and very specfic experience rather than a loosers systems that quietly get the job done, as that's been done before as there are already plenty of those around.
 
I think if you’re trying to emulate a particular genre, then it pays to use rules specific to supporting that experience. It you’re writing a lightside/darkside mechanic, then it makes sense to tie your progression in Force powers to that… rather than not tying your progression into that.
 
I guess for a game designer, it is more exciting to think in terms of creating new games crafted to provide a fresh, unique and very specfic experience rather than a loosers systems that quietly get the job done, as that's been done before as there are already plenty of those around.
I think if you’re trying to emulate a particular genre, then it pays to use rules specific to supporting that experience. It you’re writing a lightside/darkside mechanic, then it makes sense to tie your progression in Force powers to that… rather than not tying your progression into that.
I'd agree with you both (I generally prefer games that fall into their niche) but that's not what Forge Theory is talking about here.

To summarise:

It says that there are three "creative agendas" for RPGs, gamism, narrativism and simulationism. (Although later on Edwards queried whether simulationism existed).

It says that good games (in an objective sense) only cater to one of those agenda and any attempt to address more than one makes a game design "incoherent".
 
Which makes absolutely zero sense from a practical, actually-played-rpg-in-real-life point of view.
When players start eating snacks and cracking jokes on the NPC they just encountered, which agenda is that?
According to Forge theory that thing doesn't (or shouldn't) exist. I beg to differ.
 
I think it's more the uses its been put too than the theory itself, flawed as that theory may be. That is often the case with theory sets. I find the same to be true with a variety of Literary Criticism theories.
Yep. I find it--albeit uncomfortably*--best to take the most pared down versions of the categories and use them to help you organize your thinking, or as a starting point only. (cf. Christopher's Voglers The Hero's Journey, which might have been a fine essay, but the book length form just reeks of bloat for publication purposes.). In this case, I've been thinking a lot about it in solo-dungeon/gamebook writing where there's a definite tradeoff between a rich narrative and player/character autonomy.


*Acknowledgment that such strategies applied to religion, political theory, etc. are the best tools to get large numbers of people to really &@(@ed up things to other people.
 
I believe that as a folk-hobby in the tradition of storytelling, wargaming and parlour games the RPG space deserves theoretical appraisal. It's just that I also believe there are plenty of theoretical frameworks to do that with and Forge stuff ain't all that.
 
I think it's more the uses its been put too than the theory itself, flawed as that theory may be. That is often the case with theory sets. I find the same to be true with a variety of Literary Criticism theories.

In film theory Laura Mulvey's essay on the male gaze (which misreads Vertigo imo) is a perfect example.

She wrote an essay immediately following it walking back and moderating some of the overly broad claims in the first essay but most student's are only taught that first essay, often just an excerpt.

That leads to a lot of undergrad film students thinking they've found the masterkey to interpreting all film, if not all art on top of it! Dumbed down readings of Joseph Campbell's ideas are a similar blight.
 
I believe that as a folk-hobby in the tradition of storytelling, wargaming and parlour games the RPG space deserves theoretical appraisal. It's just that I also believe there are plenty of theoretical frameworks to do that with and Forge stuff ain't all that.

Honestly one issue is that most rpg theory is so often from fans, who use taxonomy to advance claims of superiority for their preferred play method, usually take any disagreements as attacks and completely lack rigour historically or otherwise.

Most of the best rpg theory has come from straight up academics working in that context, Gary Alan Fine's Shared Fantasy remains on of the best books on rpgs, or designers like Greg Costikyan and Mike Mason who approach things more dispassionately and with more of an open mind than most fans can muster.

There are obviously issues with academic discourse as well but the more work and attention the form receives the better books and essays there will be.

But due to rpgs cultural marginality compared to videogames though the lion's share of attention will always be on the latter.
 
Honestly one issue is that most rpg theory is so often from fans, who use taxonomy to advance claims of superiority for their preferred play method, usually take any disagreements as attacks and completely lack rigour historically or otherwise.

Most of the best rpg theory has come from straight up academics working in that context, Gary Alan Fine's Shared Fantasy remains on of the best books on rpgs, or designers like Greg Costikyan and Mike Mason who approach things more dispassionately and with more of an open mind than most fans can muster.

There are obviously issues with academic discourse as well but the more work and attention the form receives the better books and essays there will be.

But due to rpgs cultural marginality compared to videogames though the lion's share of attention will always be on the latter.
That seems to be mostly a RPG issue. You don't seem to get the same issue with LARP theory which is about 10 years ahead of tabletop in terms of its development. (As long as people get the difference between "theory" and "manifesto" anywhere. The LARP community tends to offload onetruewayism into the latter).
 
But due to rpgs cultural marginality compared to videogames though the lion's share of attention will always be on the latter.
Video games are usually better designed than ttrpgs too, since they can’t rule zero away oversights or use the sunk cost fallacy to kill competition.
 
That seems to be mostly a RPG issue. You don't seem to get the same issue with LARP theory which is about 10 years ahead of tabletop in terms of its development. (As long as people get the difference between "theory" and "manifesto" anywhere. The LARP community tends to offload onetruewayism into the latter).
This makes sense as the theories advanced by Edwards and other Forgean theorists always struck me as dogma more than anything you could actually apply in a useful manner.
 
That seems to be mostly a RPG issue. You don't seem to get the same issue with LARP theory which is about 10 years ahead of tabletop in terms of its development. (As long as people get the difference between "theory" and "manifesto" anywhere. The LARP community tends to offload onetruewayism into the latter).

Yeah, that's notable for sure, I wonder why that is? A lot of the better essays I've read on rpgs, like Mason's excellent history of fan game theory, come from those collections of essays from the Knutpunkt (great name) LARP conferences.

Maybe it's as simple as there being no major conference of that kind for ttrpgs? With the explosive growth of popular culture studies it's a big odd that as far as I know nothing like that exists.

I mean even a form as marginal (if also ironically omnipresent) as pornography gets a fair bit of academic attention and study these days.
 
I’ve more often seen “simulationist” used to describe rules-medium to rules-heavy games with an arbitrary emphasis on pseudo-realism that leads to ridiculous results in practice. E.g. long boring lists of skills like driving, computer use, animal handling, house cats and chickens with stats that can severely injure or kill PCs, statistics for everything you can think of like katanas, tanks, elephants… Basically trying to be GURPS but failing miserably, while advertising use for only a single campaign setting or maybe meta-setting.
 
I believe that as a folk-hobby in the tradition of storytelling, wargaming and parlour games the RPG space deserves theoretical appraisal. It's just that I also believe there are plenty of theoretical frameworks to do that with and Forge stuff ain't all that.
I think the Forge, taken as a whole, has some moments where I feel it's gesturing in the right direction, but that's about it. For what amounts to amateur theory hour (no particular offense to RE) that's not a bad result IMO. The problem I see with the Forge is that it lacks rigor and practical application. Edwards takes quote here and there, but never really tries to apply his ideas in a complete and rigorous way to an RPG text and then open that analysis up to critical appreciation. There are lots of good ideas and moments to index, but they need to be pulled out of the ruck, polished up, and perhaps put to better use.
 
Yep. I find it--albeit uncomfortably*--best to take the most pared down versions of the categories and use them to help you organize your thinking, or as a starting point only. (cf. Christopher's Voglers The Hero's Journey, which might have been a fine essay, but the book length form just reeks of bloat for publication purposes.). In this case, I've been thinking a lot about it in solo-dungeon/gamebook writing where there's a definite tradeoff between a rich narrative and player/character autonomy.


*Acknowledgment that such strategies applied to religion, political theory, etc. are the best tools to get large numbers of people to really &@(@ed up things to other people.
Personally, I wouldn't even do that. I think there are some generalities that I might pull, areas I might explore, and specific moments that might expand on while letting others fade away, but I think the notion of using it as a base promulgates some of the same issues that come packaged with the original. Better, I think, to use it as a model of what not to do, at least as that moves you toward pulling some threads about how those things could be done better. So in short, I might reply to the Forge before I used it a launching point.
 
I think the Forge, taken as a whole, has some moments where I feel it's gesturing in the right direction, but that's about it. For what amounts to amateur theory hour (no particular offense to RE) that's not a bad result IMO. The problem I see with the Forge is that it lacks rigor and practical application. Edwards takes quote here and there, but never really tries to apply his ideas in a complete a rigorous way to an RPG text and then open that analysis up to critical appreciation. There are lots of good ideas and moments to indexed, but they need to be pulled out of the ruck, polished up, and perhaps put to better use.
Yes, "amateur theory hour" totally sums it up, hits the nail on the head, and put the dart in the bullseye. When the Forge was forging away I was a PhD student studying semiotics and psychoanalytic film studies and stuff, so when I i got pointed in the direction of the Forge site I took a look, scoffed and went back to playing my elfgames. But I never bothered to explore exactly what I didn't like and what you just said, that's it.

If I'd dropped into the Forge and saw people talking about desire, the Other, reality vs the Real in the fictive space, narrative as social symbolism, verbal speech acts and so on, I'd have joined up and theory-wanked with all the other theory-wankers. But it seemed amateurish, and while that might be me being snobbish and pretentious, I am unable to ascertain the veracity of anything outside of my own perceptions and internal experiences.
 
Yes, "amateur theory hour" totally sums it up, hits the nail on the head, and put the dart in the bullseye. When the Forge was forging away I was a PhD student studying semiotics and psychoanalytic film studies and stuff, so when I i got pointed in the direction of the Forge site I took a look, scoffed and went back to playing my elfgames. But I never bothered to explore exactly what I didn't like and what you just said, that's it.

If I'd dropped into the Forge and saw people talking about desire, the Other, reality vs the Real in the fictive space, narrative as social symbolism, verbal speech acts and so on, I'd have joined up and theory-wanked with all the other theory-wankers. But it seemed amateurish, and while that might be me being snobbish and pretentious, I am unable to ascertain the veracity of anything outside of my own perceptions and internal experiences.
I'm an English Lit guy who's main interests are Semiotics and Deconstruction, so I share your little podium. I appreciate the effort to try and import some academic ideas and vocabulary into the discussion but I won't go so far as to say that was particularly successful. If I were t take a stab at my specific issues I would say that the ideas in question were insufficiently hermeneutic and served raw rather than cooked to perfection.
 
I'm an English Lit guy who's main interests are Semiotics and Deconstruction, so I share your little podium. I appreciate the effort to try and import some academic ideas and vocabulary into the discussion but I won't go so far as to say that was particularly successful. If I were t take a stab at my specific issues I would say that the ideas in question were insufficiently hermeneutic and served raw rather than cooked to perfection.
Lyotard, Baudrillard and Deleuze were available but they go with "games are stories", "some games are like games" and "games are not reality". That's not to say the Forge didn't produce some good systems, like at least two (PbtA and FitD, Burning Wheel), but there was hardly a massive shift in praxis that rocked the industry.
 
Lyotard, Baudrillard and Deleuze were available but they go with "games are stories", "some games are like games" and "games are not reality". That's not to say the Forge didn't produce some good systems, like at least two (PbtA and FitD, Burning Wheel), but there was hardly a massive shift in praxis that rocked the industry.
I'd probably start with Deleuze and work out, but we all have our own theory predilections. I might even get all crazy and do a little Foucalt-ian archeology to look at the changing nature of power and agency in the discourse at the table. I might stop short of Can the Subaltern Speak though. That shit is is impenetrable and I don't think postcolonial is the lens I'd pick to start.
 
I'd probably start with Deleuze and work out, but we all have our own theory predilections. I might even get all crazy and do a little Foucalt-ian archeology to look at the changing nature of power and agency in the discourse at the table. I might stop short of Can the Subaltern Speak though. That shit is is impenetrable and I don't think postcolonial is the lens I'd pick to start.
Also, postcolonial theory isn't really suitable for this forum. I would point people towards Class Wargames who are Situationist gamers, but again most of their theory is way too political for here.
 
Wasn’t the hero’s journey discredited as an invention of Campbell’s without support in mythology or literature before George Lucas et al used his book as a guide? I own a physical copy of the ATU fairy tale index (you have to order direct from the publisher, as it isn’t available digitally) and all the stories are structured haphazardly and randomly, like an rpg campaign rather than anything preplanned and outlined by an author.
 
Also, postcolonial theory isn't really suitable for this forum. I would point people towards Class Wargames who are Situationist gamers, but again most of their theory is way too political for here.
That's the problem with 'real' theory. It's inherently political. So what we're left with is the dice-twiddling of so-called RPG theory, which (hyperbolicall)y amounts to "I like d6s" and someone else saying "No, no d12s are better". In fact, as i reminisce, reading the Forge when it was online was like reading a bunch of people talking over which Monopoly rulebook was the best.
 
That's the problem with 'real' theory. It's inherently political. So what we're left with is the dice-twiddling of so-called RPG theory, which (hyperbolicall)y amounts to "I like d6s" and someone else saying "No, no d12s are better". In fact, as i reminisce, reading the Forge when it was online was like reading a bunch of people talking over which Monopoly rulebook was the best.
That's too far in the other direction I think. Something like Costiykan's one is good theory (in my view) but it doesn't get capital P political. That's only the case with some of the theoretical schools.
 
That's too far in the other direction I think. Something like Costiykan's one is good theory (in my view) but it doesn't get capital P political. That's only the case with some of the theoretical schools.
I think we can talk theory without stepping on any political landmines.
 
That's too far in the other direction I think. Something like Costiykan's one is good theory (in my view) but it doesn't get capital P political. That's only the case with some of the theoretical schools.
Yeah, I was being hyperbolic. There is some interesting stuff in the RPG space, and MIT wouldn't have published Costikyan if he didn't have important things to say. F'rex I think the "author/actor/munchkin/self stance" theory is a pretty fecund starting point, especially as it can be applied to every RPG, every GM and every player.
 
. F'rex I think the "author/actor/munchkin/self stance" theory is a pretty fecund starting point, especially as it can be applied to every RPG, every GM and every player.
I'd agree, especially as it's about how people play games. (I think one issue with a lot of RPG theory is it doesn't separate game design from players/GMs. They aren't the same thing).
 
Honestly one issue is that most rpg theory is so often from fans, who use taxonomy to advance claims of superiority for their preferred play method, usually take any disagreements as attacks and completely lack rigour historically or otherwise.
.....
This, a thousand times this. The basic concepts of GNS not bad for organizing ones thinking but then they get used as above.

I was there at The Forge in the day, some good discussions on some threads, but way too many that fell into the quote, the worse was those who kept changing the definitions when a point was raised counter to their preferred outcome. Not refinement mind you but out right change and if you raised a point the new definition couldn't deal with then change again, often back to the original definition...and if you pointed that out well you got a cult-like response.

Lastly to add, there seemed to be no recognition that people played games differently. It's like the worst adversarial DM with pure murder hobo players was the only way D&D was played, ever. Heck I'm quick to criticize D&D for many things, but lets not start our analysis from that being the way it was played or that arise from the rules inherently from the rules...so yah some lack of rigor
 
It feels a bit like "you are playing it wrong" or "you have bad taste in games."

The only criteria should be whether everyone at the table is having fun.

Different people have different ideas of what is fun. If someone else's idea is completely different than mine, it is okay.

It can then become a more personal journey. What make a game more enjoyable for me and for the people I play with?

I am also exploring the idea of doing some solo ttrpgs, partly because I can explore what I like without being concerned with what anyone else wants.

But it is a bit like what makes a good book or a good movie or good music. Much has been written on about it. But what is more important is what you actually like.
 
The best way to suck the fun out of something is to analyse it to death. The Forge analysed RPGs to death and sucked the fun out of them. I prefer to know of the theories and then blatantly disregard them when playing, GMing and writing RPGs.
 
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