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Manyfold Theory
   Iteration 7
Part One:
Defining Tabletop
Roleplaying Games
    (For our purposes)
A Game Is:
   An activity governed by rules,
 which are meant for entertainment.
   Whist, Tag, Dungeons & Dragons,
Fallout 3, Checkers and Chess; How To
 Host A Murder; these are all games.
A Roleplaying Game Is:
   An game which includes roleplaying a
character whether by through performance,
  narration, or displaced action (tokens).
 Dungeons & Dragons, Fallout 3, How To
  Host A Murder, World Of Warcraft;
   These Are All Roleplaying Games.
A Tabletop Roleplaying Game Is:
A roleplaying game in which the roleplaying
is restricted to “around a table” forms, and
          has no digital dependencies.
     Dungeons & Dragons, Ars Magica,
    Vampire: The Masquerade, Fiasco,
         GURPS, Breaking The Ice;
  these are all tabletop roleplaying games.
Part Two:
Event, Play, Fiction
TTRPGs Happen
           At Social Events:
 At a gathering, a barbecue, or other event,
usually held specifically to “hold” the game.

   Event
Some Things Are “Playing”,
     Some Things Aren't.
A TTRPG group that doesn't agree on what
   play is, and what it isn't, in terms of
  acceptable methods and actions, has a
    serious problem. Rules cover this.
   Event
   Gameplay
Gameplay Creates
         And Uses Fiction.
 The imaginary “stuff” - characters, scenes,
items, and so on - of a roleplaying game are
          the fiction of the game.

   Event
   Gameplay
   Fiction
Part Three:
Gaming, Roleplaying,
    Authoring
The Fiction Can Be Altered
  With A Variety Of Methods.
Three easy categories for these methods are
   Gaming, Roleplaying, and Authoring
Roleplaying:
  Altering the fiction by portrayal of a
character, speaking as that character and
   narrating their actions. In general,
  roleplaying tends to the first person.
Gaming:
Altering the fiction by manipulating tokens
 and abstractions covered by the rules.
 If you roll dice to hit an enemy, you're
        gaming when you do that.
Authoring:
Altering the fiction by directly describing
said fiction, without necessarily including
any mediation through rules. In general,
authoring trends towards speaking in the
               third person.
Mixed Action:
    The above categories are handy!
      But they are not absolutes.
For example, Improv-style play means using
  authorial power in a roleplaying voice.
      Describing stunts or detailing the
  environment as part of action mixes up
authoring and gaming. “Ritualized speech”
  rules, such as in Polaris and Wushu, can
             scramble all three.
Part Four:
Motives For Action
    (A Partial Selection)
CATHARSIS is a feeling of release that follows
 an intense or overwhelming experience. Not
necessarily a tragic or traumatic experience, but
       usually an emotional one. Catharsis
    generally can only occur as a payoff to
  Roleplaying (and having author rights, as in
      Improv, can actually get in the way).
IMMERSION is the feeling of being deeply
  engaged in a character or in the 'reality' of the
fictional world. Players looking for this (especially
    really serious kinds) generally want to avoid
   gaming that strongly pushes one of the other
   kinds of enjoyment, and often want to avoid
  authoring (including creation-oriented Improv)
                     completely.
AGON is the thrill of winning against another
 person at the table. When the GM takes on the
 role of some adversaries and plays to whup the
  players, that’s agon. When a couple of players
   engage in creative one-upmanship, trying to
 spout the coolest thing (in theatre terms, trying
 to upstage each other rather than collaborate),
that’s agon again. Agon can be good, but only if
     it’s acknowledged, constrained, and used
 deliberately. Most Agon comes out of Gaming
                     behaviours.
ALEA is the gambler’s thrill - the fun of taking a
 big risk, the tension that comes with it, win or
lose. Games with dice rolls, and especially ones
        where big stakes are riding on that
 one throw of the dice, are good at giving alea.
        Alea is pursued through Gaming.
FIERO is the joy of beating a challenging
encounter, or overcoming a difficult obstacle. A
 pushover task isn't a source of Fiero – a knock-
down, drag-out fight that requires tactical know-
  how to merely survive? That's where it lives.
Gaming is where Fiero comes out most reliably,
but not the only place; ask an Old School player
about beating a bastard encounter with wits, and
   you may hear about some roleplayed Fiero.
LUDUS is the fun of pure mechanism, of
     exploring the game-as-rules-simulation.
Character optimizers are often getting Ludus fun
“offstage” when they build and refine characters,
 and merely “fulfilling” it when they use those
characters in action. Complex rules engines that
 model things are reliable sources for Ludus fun.
KAIROSIS is the feeling that of fulfilment that
   comes when an arc of fictional development
completes – a character is tested and changes, a
 situation grows more complex, and is resolved.
 Actively seeking kairosis often means authoring,
 though it may only be authoring certain details
  relevant to you (revealing yourself from stunt-
 level disguise in Spirit Of The Century, picking
out character developments from Fallout in Dogs
                  in the Vineyard).
THERE ARE many other kinds of enjoyment
 to be sought (at least a dozen more); the ones
    given were selected as the ones that most
contrast with other theory, show how a drive for
   fun can push you towards a certain kind of
    action in play – If you're playing a heavy-
 authoring improv game, searching for Fiero is
            not likely to work out well.
Part Five:
      In Sharp Relief
(Stuff That's Especially Obvious In This Light)
“Roleplaying vs. Roll-Playing”
   Is snark directed from people who dig
 Immersion, Catharsis, and some kinds of
Kairosis, at people who are chasing 'Gaming
        fun' like Ludus, Fiero, or Alea.
“Traditional vs. Story-Gaming”
Is a division of games that is mainly used to
differentiate games where only the GM has
any strong Authorial voice, and ones where
   players have some explicit and notable
       degree of access to Authoring.
Immersion
Has been getting weirdly short shrift from
 theorists for a bit now. Seriously, guys.
“Step On Up” or “Gamism”
         Usually just means
 Fiero-chasing, gaming-heavy play,
     in most casual discussions.
  (Though this isn't the original meaning.)
“Story Now” or “Narrativism”
            Usually just means
 Kairosis-chasing, authoring-heavy play,
       in most casual discussions.
    (Though this isn't the original meaning.)
“Simulation”
  When used casually, typically just means
Ludus-seeking play that's aimed at the world
rather than the characters (GURPS wants to
     give you Ludus, baby. Hardcore.)

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Manyfold7

  • 1. Manyfold Theory Iteration 7
  • 2. Part One: Defining Tabletop Roleplaying Games (For our purposes)
  • 3. A Game Is: An activity governed by rules, which are meant for entertainment. Whist, Tag, Dungeons & Dragons, Fallout 3, Checkers and Chess; How To Host A Murder; these are all games.
  • 4. A Roleplaying Game Is: An game which includes roleplaying a character whether by through performance, narration, or displaced action (tokens). Dungeons & Dragons, Fallout 3, How To Host A Murder, World Of Warcraft; These Are All Roleplaying Games.
  • 5. A Tabletop Roleplaying Game Is: A roleplaying game in which the roleplaying is restricted to “around a table” forms, and has no digital dependencies. Dungeons & Dragons, Ars Magica, Vampire: The Masquerade, Fiasco, GURPS, Breaking The Ice; these are all tabletop roleplaying games.
  • 7. TTRPGs Happen At Social Events: At a gathering, a barbecue, or other event, usually held specifically to “hold” the game. Event
  • 8. Some Things Are “Playing”, Some Things Aren't. A TTRPG group that doesn't agree on what play is, and what it isn't, in terms of acceptable methods and actions, has a serious problem. Rules cover this. Event Gameplay
  • 9. Gameplay Creates And Uses Fiction. The imaginary “stuff” - characters, scenes, items, and so on - of a roleplaying game are the fiction of the game. Event Gameplay Fiction
  • 11. The Fiction Can Be Altered With A Variety Of Methods. Three easy categories for these methods are Gaming, Roleplaying, and Authoring
  • 12. Roleplaying: Altering the fiction by portrayal of a character, speaking as that character and narrating their actions. In general, roleplaying tends to the first person.
  • 13. Gaming: Altering the fiction by manipulating tokens and abstractions covered by the rules. If you roll dice to hit an enemy, you're gaming when you do that.
  • 14. Authoring: Altering the fiction by directly describing said fiction, without necessarily including any mediation through rules. In general, authoring trends towards speaking in the third person.
  • 15. Mixed Action: The above categories are handy! But they are not absolutes. For example, Improv-style play means using authorial power in a roleplaying voice. Describing stunts or detailing the environment as part of action mixes up authoring and gaming. “Ritualized speech” rules, such as in Polaris and Wushu, can scramble all three.
  • 16. Part Four: Motives For Action (A Partial Selection)
  • 17. CATHARSIS is a feeling of release that follows an intense or overwhelming experience. Not necessarily a tragic or traumatic experience, but usually an emotional one. Catharsis generally can only occur as a payoff to Roleplaying (and having author rights, as in Improv, can actually get in the way).
  • 18. IMMERSION is the feeling of being deeply engaged in a character or in the 'reality' of the fictional world. Players looking for this (especially really serious kinds) generally want to avoid gaming that strongly pushes one of the other kinds of enjoyment, and often want to avoid authoring (including creation-oriented Improv) completely.
  • 19. AGON is the thrill of winning against another person at the table. When the GM takes on the role of some adversaries and plays to whup the players, that’s agon. When a couple of players engage in creative one-upmanship, trying to spout the coolest thing (in theatre terms, trying to upstage each other rather than collaborate), that’s agon again. Agon can be good, but only if it’s acknowledged, constrained, and used deliberately. Most Agon comes out of Gaming behaviours.
  • 20. ALEA is the gambler’s thrill - the fun of taking a big risk, the tension that comes with it, win or lose. Games with dice rolls, and especially ones where big stakes are riding on that one throw of the dice, are good at giving alea. Alea is pursued through Gaming.
  • 21. FIERO is the joy of beating a challenging encounter, or overcoming a difficult obstacle. A pushover task isn't a source of Fiero – a knock- down, drag-out fight that requires tactical know- how to merely survive? That's where it lives. Gaming is where Fiero comes out most reliably, but not the only place; ask an Old School player about beating a bastard encounter with wits, and you may hear about some roleplayed Fiero.
  • 22. LUDUS is the fun of pure mechanism, of exploring the game-as-rules-simulation. Character optimizers are often getting Ludus fun “offstage” when they build and refine characters, and merely “fulfilling” it when they use those characters in action. Complex rules engines that model things are reliable sources for Ludus fun.
  • 23. KAIROSIS is the feeling that of fulfilment that comes when an arc of fictional development completes – a character is tested and changes, a situation grows more complex, and is resolved. Actively seeking kairosis often means authoring, though it may only be authoring certain details relevant to you (revealing yourself from stunt- level disguise in Spirit Of The Century, picking out character developments from Fallout in Dogs in the Vineyard).
  • 24. THERE ARE many other kinds of enjoyment to be sought (at least a dozen more); the ones given were selected as the ones that most contrast with other theory, show how a drive for fun can push you towards a certain kind of action in play – If you're playing a heavy- authoring improv game, searching for Fiero is not likely to work out well.
  • 25. Part Five: In Sharp Relief (Stuff That's Especially Obvious In This Light)
  • 26. “Roleplaying vs. Roll-Playing” Is snark directed from people who dig Immersion, Catharsis, and some kinds of Kairosis, at people who are chasing 'Gaming fun' like Ludus, Fiero, or Alea.
  • 27. “Traditional vs. Story-Gaming” Is a division of games that is mainly used to differentiate games where only the GM has any strong Authorial voice, and ones where players have some explicit and notable degree of access to Authoring.
  • 28. Immersion Has been getting weirdly short shrift from theorists for a bit now. Seriously, guys.
  • 29. “Step On Up” or “Gamism” Usually just means Fiero-chasing, gaming-heavy play, in most casual discussions. (Though this isn't the original meaning.)
  • 30. “Story Now” or “Narrativism” Usually just means Kairosis-chasing, authoring-heavy play, in most casual discussions. (Though this isn't the original meaning.)
  • 31. “Simulation” When used casually, typically just means Ludus-seeking play that's aimed at the world rather than the characters (GURPS wants to give you Ludus, baby. Hardcore.)