Which world governs your thinking?

I can think of four (possibly only three) "worlds", that we play in at the same time; each world has its own logic, and these logics may conflict. The worlds are the game world, the game system, the real world and (possibly) the story.

We need to be aware of the distinctions between the worlds and their logics, otherwise arguments will arise from a lack of clarity about which logic most applies. Eg a DM who plays in the "world" of the game system may insist on players creating characters with pages of stats and using all optional rules, and may run foul of a player or players who wish to get straight into the game world or the story. Or two players might argue for different results of an action, one appealing to the rulebook - the game system logic - and the other to the realism of the game world. The argument will not be resolved unless one is agreed to take precedence over the other, because both arguments may be right in their own terms. Or the argument may be resolved by real world imperatives, such as one player shouting louder.

As a further example, the recurrent debate on evil player characters is fuelled by such misunderstandings. Some feel that evil PCs will inevitably behave in certain anti-social ways (eg stealing from or fighting with companions), because the game rulebook (ie system) says so, or conventions of the fantasy genre (ie story) imply it. Someone thinking about the game world and the psychology of people in it might feel that it is quite plausible and realistic for a character to be evil in important ways, but as civilised and capable of party cooperation as anyone else. Again, both may be right in their way. When the behaviour of an evil character is offensive or reprehensible, someone not bearing in mind the distinction between the game world and the real world may become angry or disapproving of the player concerned, and the fun around the gaming table could be spoilt.

Often, and not just within an individual playing group but in the wider community of roleplaying hobbyists, those who use the logic of one of these worlds may judge others by the same standards, and so think badly of them, not realising that the other players are aiming for quite different standards. Or more experienced hobbyists may recognise that others use different logics, but pour scorn on the logics themselves, failing to recognise that the other logics are quite valid ways to play the game, and even aspects of their own play.

An examination of these different ways of thinking should help resolve some of these disputes, or at least show us where the disagreements come from and why some people seem obstinately unswayed by certain lines of argument. It may also have the effect of helping players to recognise the merits of other playing styles. Perhaps it could help people to develop new aspects of their gameplay and find more ways to enjoy the hobby.

The four worlds

Game world - The players take on the roles of their characters, and play by describing their actions in the game world. The actual actions and words of the players are centred on facilitating imagination of the game world events. The character personalities may be highly developed and role-playing a major task, or the players may make less effort in this direction, sketchng basic details about their character and allowing their own personalities to fill in the rest. The game world will be as detailed and realistic (whatever passes for realism in a fantasy world) as the participants' critical tendencies demand, but its internal logic will be the major driving force. Action in the game world will be driven by PC and NPC motivations and the (imagined) properties of the objects in the world. The game system, augmented to a variable degree by DM discretion and judgement, has the job of simulating or modelling the world. Character activities may be action-oriented, with lots of fighting, etc. or they may be more social or mental, involving clue-gathering, personal interaction, dealing with NPCs, etc. by the characters.

Game system - The play is about pitting PC stats against opposing stats, be they of NPCs, monsters or objects. There will be some PC actions and strategies described in game-world, not system terms (eg "I'll jump up on the table."), but these will often be aimed at getting a tactical advantage which translates into system terms. The rules are the framework for this contest, so knowledge and innovative application of them may be important aspects of play. If a participant disagrees with an outcome, they may appeal against it with reference to the game system. Character design, character personas, reward and motivation and so on are all likely to come from within the published (or invented) game material (so if the game material is lacking in these aspects, so may be the characters). The main action and events are described in system or game mechanic terms, and character activities will often be those which are most described in the system - eg combat, magic, physical challenge. Events in the game world will be governed by the rules, and even outcomes that seem illogical or inconvenient will be enforced (eg characters may escape certain death because they roll a saving throw, even if no-one can explain how this could have occurred).

Real world - Participants never lose sight of the fact that the game is an activity taking place between people in the real world. Their main efforts are directed at the people around the table, be it to converse, out-do, entertain, befriend, belittle, impress, scare or amuse them. Stratagems include using their own knowledge and abilities, second-guessing other participants, using real-world social or verbal skills, props and atmosphere, and even cheating with numbers or die rolls. Both game world and game system are means to the participants enjoying themselves and the logic of these secondary worlds may not be respected. Considerations in the real world will be the main determinant of what happens in the game world - eg game-world events may be delayed, hastened or altered to make gaming sessions end at a climax or a cliff-hanger, or conflicts may be swung in the PCs' favour if they have not had a victory for a while and are becoming disheartened.

Story - This is similar to the game world, in that it focuses on the imagined action. However, instead of the focus on "realism", there is an emphasis on the logic of plot and storyline. This brings it more into the realm of the real world, because adherence to this logic is judged, not by the performance of the game world as a whole against its "own" standards, but by the particular narrative that is the DM's dialogue with the players, as assessed by those participants. Also, in thinking about story considerations, players are thinking not "in character" but at best about character, and this brings them out of the game world. Where you are playing in the story, that story can in itself be sufficient justification for something to happen - eg "Why did she do that?" "Because she's a villain." "Why wouldn't the prince marry the shepherdess?" "Because this story needs a tragic ending." It should be noted that this is not the same as justifying game world events by real-world considerations (see above), but there is considerable scope for overlap between the two. For example, where the characters are caught in an attack that the DM has engineered for no game-world or game-system reason, it may be because the story is supposed to be an action adventure where the PCs do a lot of fighting (story), or it may be because the players were looking bored and the DM wanted to liven things up for them (real world) or because the players wanted an action story (combination).

Comparative table of RPG logics
Aspect of play Game World Game System Real World Story
Role-playing In character, as much as this is defined. Can be a very strong element, or might be secondary. May try to make characters realistic. Probably secondary to system play - players may rarely even speak in character. If the system lays down behaviour rules - eg alignment, traits, honour - they may have an effect but possibly just as obstacles to get round. Secondary to real-world play or an opportunity for it. Players may enjoy speaking in character but typically do not often think in character. May be in character, as this is an important story element. Characters may be archetypes or stereotypes, or may be secondary to other features of the story.
Problem-solving Uses character knowledge, game-world cues, etc. Players may even hold back their own abilities if the character is not bright or educated. May use game system info or character stats. May use knowledge of game system to find innovative ways round problems. Problems which do not relate to system are rare. Uses player smarts and knowledge, whether of real world or game world - perhaps from published material, second- guessing DM, etc. May be in charcter, may use cues such as what would further the plot or what is demanded by narrative??
Challenges sought Game world adventures, character goals/enemies, exploration and mystery. Challenge for players in roleplaying, reconciling personality with rational interests. Activities which explore unique abilities of characters. Challenges to character stats or player mastery of game system. Enjoyable play in the game system - eg dice combat, etc. Game-world activities resolved by system. Challenges to acting ability, opportunities to play social role or further personal interests. Riddles and puzzles to challenge the players, rather than characters. Advancing plot of campaign, epic quests or challenges, genre motifs or traditional story elements like rescuing maidens, etc.
Rewards/incentives Things valued by characters, eg cash, power, favours, success, relationships, desirable items (described in game world terms), individual goals. Character advancement, reward points, kit/items describable in system terms - eg giving bonuses. Player-social, eg fun social interaction, winning arguments, admiration, kudos. Successful resolution of episode/campaign goals set by DM or players and DM. Creation of otherwise satisfying story (eg poignant, justice done, heroism, etc.)
Settings/world- creation Carefully designed, believable, realistic, worked-through cause and effect. Offstage action. Described in own terms. Described in system terms. Providing system challenges, ideally balanced, playable, detailed, etc. By the book more than own logic. Little attention needed offstage. Can be avenue for DM play - main channel for creativity/ expression. May provide player challenge or amusement even if contrived. Focus on story, be it grand campaign or series of small episodes. All is either related to it or setting atmosphere.
NPCs Act in character. See also Character creation. Stats-focused, often by-the-book. Provide system challenges/allies. Are actors in the story, advance plot.
Hooks Based on character motivations, presented through game world Compulsion/influence through game mechanics or focused on player motivations (see rewards). May be pure convention or irrelevant lead-in to the action. May be pure convention or irrelevant lead-in to the action. Based on player motivations, logic of getting together and playing, etc. Demonstrate where story is to go. Have narrative purpose - eg set scene, atmosphere, genre, give clues or introduce characters, etc.
Fudging For realism (this DM most likely to be tempted to preserve pet NPC or setting) It would be cheating For player enjoyment, smooth play, keeping all involved, fitting into time available. Forstory.
Ideal game system Minimal non-realism - ie realistic and/or minimalist. High playability - ie enough in it to provide challenge and system play, simple enough to run smoothly and be exciting at all times. Suited to preferred activities of participants - eg complex for bookish types, minimalist for extroverts who dislike figures, etc. Either story-based or minimalist??
Character creation Concept-driven, life story, etc. Possibly psychological, or investigating an aspect of the game world. Much detail beyond stats. Either randomness for realism or player choice for concept-leading. By the book, stats-focused. Either random for fairness/ element of challenge/game in itself, or player choice to allow min-maxing as an exercise of skill and system knowledge. Perhaps minimal unless enjoyable play in itself - eg showing creativity, getting attention. Maybe archetypical, heavy with plot possibilities, dark secrets, etc. Similar to game world, though realism secondary. May guarantee hero-types, etc.
Power-gamer aspirations Character power in game world terms (eg castles, wealth, rulership, respect) Classic munchkin bonus collector/stat machismo. Outlandish numbers and powers. May seek character who can command attention for player. May adopt munchkin behaviour in groups May desire constant episode/campaign success.
DM disputing On (supposed) grounds of realism/common- sense, game world logic. Rules-lawyer. May be honest or may be attempting to bring rules into play selectively for advantage of character (this verges on real-world play) May attempt to dominate, manipulate, etc. may just be after attention. May enjoy manipulating or beating DM. If disagree over story goals - may use story- based arguments.
Game-table action Verbal description of action/setting, consulting notes, possible use of props to aid visualisation, etc. Player interaction much in character. Dice-rolling, number crunching, verbal exchange of stats. Little in character. Real world focus - social and personal interaction, acting out/direct vocalisation. Often non-game by-play and player interaction out of character. Verbal description of action, plot. Perhaps discussion of events, often out of character but related to game world events.
Game-world action Mixture of activities according to demands of character and setting. Generally those most catered for by the game system - eg combat, magic, spaceship racing, etc. Anything suiting real-world purposes. May actually be suspended for a time while side-tracked. Anything suiting story purposes. Possibly highly conventionalised activities such as going into dragon caves...?
Mood-setters and atmospherics Detailed description, immersion in setting, character empathy. Modifiers and stat description. Close familiarity with stats enables these to be effective. Vivid illustration, props, impressions, pictures, music, etc. Efforts to make players feel emotion. Poss similar to GW/RW? as required by story genre.

It is very likely that most gamers, and almost certainly any gaming group, will use a combination of these logics and styles of play, and that different members of a group will seek to strike different balances between them. This is when all members need to be aware of the distinctions, so that they can reach a compromise rather than just thinking each other unreasonable.

There are also some areas where these realms of play must overlap - especially game world and game system, since the system begins to specify the world (by presenting monsters, spells, skill sets and professions, behaviour templates, etc.) and world creation is completed within the system (and the world is described in terms of the system). If the rules as written do not fit with what the gamers feel is demanded by the logic of their specific game world as they see it, there may be problems. Also some games (eg early D&D/AD&D) put advice about real-world behaviour and game-world behaviour in the rule book (eg about players having multiple characters, division of treasure, etc.).

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