<div class="ubbcode-block"><div class="ubbcode-header">Klicka för att visa.. <input type="button" class="form-button" value="Visa dolt innehåll" onclick="toggle_spoiler(this, 'Dölj innehåll', 'Visa dolt innehåll')" /></div><div class="ubbcode-body"><div style="display: none;">Premise
How is this done, actually, in play? It relies on the concept of something called Premise and its relationship to an emergent theme.
I already snuck Premise past you: it's that "problematic issue" I mentioned. I've taken the term from The Art of Dramatic Writing by Lajos Egri. In reading what follows, bear in mind that he is discussing the process of writing, not an existing playscript or a performance:
... every good premise is composed of three parts, each of which is essential to a good play. Let us examine "frugality equals waste." The first part of this premise suggest character - a frugal character. The second part, "leads to," suggests conflict, and the third part, "waste," suggests the end of the play. ...
A good premise is a thumbnail synopsis of your play. [examples follow, including "Egotism leads to loss of friends." - RE]
... What is wrong, then? What is missing?
The author's conviction is missing. Until he takes sides, there is no play. Does egotism lead to loss of friends? Which side will you take? We, the readers or spectators of your play, do not necessarily agree with your convictions. Through your play you must therefore prove to us the validity of your contention.
A protagonist is not "some guy," but rather "the guy who thinks THIS, and does something accordingly when he encounters adversity." Stories are not created by running some kind of linear-cause program, but rather are brutally judgmental statements upon the THIS, as an idea or a way of being. That judgment is enacted or exemplified in the resolution of the conflict, and a conviction that is proved to us (as Egri says),constitutes theme. Even if we (the audience) disagree with it, we at least must have been moved to do so at an emotional level.
I think that any reliable means of story-writing, in any medium, conforms to Egri's principles. They may seem simplistic: the burning passion of the protagonist directly expresses a burning passion of the author's, who uses the plot as a polemic to demonstrate it. However, "Why Johnny shouldn't smoke dope" is only the starting point. More nuanced, ambiguous, and insightful applications arise insofar as more nuanced, ambiguous, and insightful authors and audiences are involved.
I said earlier that any role-playing can produce a story, and that's so. But Narrativist role-playing is defined by the people involved placing their direct creative attention toward Premise and toward birthing its child, theme. It sounds simple, and in many ways it is. The real variable is the emotional connection that everyone at the table makes when a player-character does something. If that emotional connection is identifiable as a Premise, and if that connection is nurtured and developed through the real-people interactions, then Narrativist play is under way. Some nuances:
"Character does something" can mean foreshadowing, flashback, and anything in between. It can mean the character is just thinkin' about it, or it can mean the character flat-out does it. As long as the fictional character is brought into the perceptions and possible emotional responses of the other people at the table, then it counts.
It doesn't matter whether the character fictionally "meant" to do the action, premeditated it, or acted on-the-spot.
In stories (unlike real life), the character's immediate environment is kind of a weird sidekick, who sometimes acts in the character's favor and sometimes against him or her. "Character does something" often includes this sidekick's behavior.
"Identifiable" means assessing how the players treat one another during the process, socially.
From my essay "GNS and related matters of role-playing theory" (
http://www.indie-rpgs.com/articles/1/):
Narrativist Premises focus on producing Theme via events during play. Theme is defined as a value-judgment or point that may be inferred from the in-game events. My thoughts on Narrativist Premise are derived from the book The Art of Dramatic Writing by Lajos Egri, specifically his emphasis on the questions that arise from human conundrums and passions of all sorts.
Is the life of a friend worth the safety of a community?
Does love and marriage override one's loyalty to a political cause?
And many, many more - the full range of literature, myth, and stories of all sorts.
Narrativist Premises vary regarding their origins: character-driven Premise vs. setting-driven Premise, for instance. They also vary a great deal in terms of unpredictable "shifts" of events during play. The key to Narrativist Premises is that they are moral or ethical questions that engage the players' interest. The "answer" to this Premise (Theme) is produced via play and the decisions of the participants, not by pre-planning.
A possible Narrativist development of the "vampire" initial Premise, with a strong character emphasis, might be, Is it right to sustain one's immortality by killing others? When might the justification break down?
Another, with a strong setting emphasis, might be, Vampires are divided between ruthlessly exploiting and lovingly nurturing living people, and which side are you on?
I'm still saying the same thing. But now, I've returned to my earlier usage; it's the only meaning for the term "Premise" in my model.
That bit about moral and ethical content is merely one of those personalized clincher-phrasings that some people find helpful. It helps to distinguish a Premise from "my guy fought a dragon, so that's a conflict, so that's a Premise" thinking. However, if these terms bug you, then say, "problematic human issue" instead.
Egri presents his Premises as flat statements, and I state them as questions. Using the question form isn't changing anything about what Egri is saying. Premise must pose a question to the real people, creator and audience alike. The fictional character's belief in something like "Freedom is worth any price" is already an implicit question: "Is it really? Even when [insert Situation]?" Otherwise it will fail to engage anyone.
Egri's statement-construction is very useful for the single author faced with a blank sheet of paper, with the goal at hand being a finished script. The audience will see the play, not the process of creation. However, in the role-playing medium, not only are there multiple authors, but the audience is also composed of these same authors, and their appreciation of the material occurs simultaneously with the significant creative decisions. Therefore, the Premise's imaginary resolution is up for grabs among the group in role-playing, just as it is up for grabs within the author's own head before the play reaches final draft. In the latter case, the jump to "the point" is swift and hopefully certain; in the former case, the new medium, it is anything but. I phrase it as a question for role-playing, to indicate that everyone involved has his or her fair crack at it as one of the authors.
From Robin Laws' essay "The Literary Edge," published in Over the Edge (Atlas Games, 1992):
OTE is, among other things, an attempt to further the development of role-playing as art. GMs will find it fruitful to approach decisions as an artist creating a collaborative work with players. The idea of collaboration is important: the GM is not a "storyteller" with the players as audience, but merely a "first among equals" given responsibility for the smooth progress of the developing story.
... The GM is not a movie director, able to order actors to interpret a script a given way. Instead, he should be seeking ways to challenge PCs, to use plot development to highlight aspects of their character, in hopes of being challenged in return.
... For years, role-players have been simulating fictional narratives the way wargamers recreate historical military engagements. They've been making spontaneous, democratized art for their own consumption, even if they haven't seen it in those terms. Making the artistry conscious is a liberating act, making it easier to emulate the classic tales that inspire us. Have fun with it, and enjoy your special role in aesthetic history - it's not everybody who gets to be a pioneer in the development of a new art form.
Egri's Premise, meet role-playing. Oh, I can quibble ... instead of the word "conscious," I prefer "mindful," and I think that "emulate the classic tales" is a bit simplistic, but never mind. The point is, if you want a Narrativist Manifesto from one of the great minds of role-playing, then there you go.
Here's a bit more about that theme business. Think of it as the conclusive "uh!" that may accompany the climax and resolution of a story. It's uttered by the playwright as he hits a certain key or scribes a certain sentence, by the audience members at a certain point as they view the play, and by role-players in both capacities during the session, often simultaneously.
From the discussion of themes in the chapter "The Art of Storytelling" in Demon's Lair: the "God" Guide (Lasalion Games, 2002):
The theme is the idea that you wish to explore in the story. It brings unity to the story and is explored throughout the story by the actions of the players and the main characters. Even the obstacle or conflict that forms the plot usually resonates with the theme. It is the thread that ties everything together and usually teaches the players something.
Substitute Premise for theme, and theme for the "something," and that's just about right. I especially like the implied causality: (1) the actions of the players (2) teach the players something, which becomes non-circular when play actually addresses Premise. Unfortunately, few other features of Demon's Lair, including the example which follows the above text, are consistent with this point, and most are wildly at odds with it.
More insights about theme are available in Chris Chinn's article "The power of myth" in Daedalus #1, in which the word "theme" may be substituted for "myth" throughout.