Channel Theory I: Element Channels


To be useful, a descriptive system for RPG play needs to quickly indicate important distinctions. The difficulty involved arises from the fact that motivations to play may give rise to a variety of approaches to play, and those approaches, in turn, may give rise to a variety of specific outcomes in play. A descriptive system, to be useful, must address more than one level of description.

Overview

Channel theory addresses the task of describing play in role playing game campaigns in a fashion that addresses multiple levels of preference. Channel theory first looks at the basic elements of approach involved, then moves on to rating a series of customary channels likely to appear in most campaigns, and then allows for a group of detail channels that are self-selected for each campaign. Three levels of approach and outcome are measured to describe a campaign or preferred style of play.

The multi-level approach arises from a desire to map how the reasons we play at all get expressed in the things we wish to experience in play--elements that drive many decisions--and then how those elements show up in play, discussion of which is divided into customary concerns that most campaigns have to consider and then the greater set of concerns as addressed in specific campaigns.

Ratings

Channels are rated in more than one fashion. The first rating involved is that of how important the channel is to the campaign. The next rating involved is a measure of how prevalent the channel is in the campaign. The last part of the rating involves a short descriptive note about the channel. This three-part approach to rating provides a complex measure of each element.

An importance rating shows how necessary a channel is to play. A channel that is absolutely important to play will garner the highest rating and a channel that is negotiable in small or large part will have a lower rating. Importance ratings use both numeric and descriptive terms:

A prevalence rating shows how often a channel arises in play. Note that prevalence is not a measure of importance. It is possible to widely use something that is not valued highly due to simple habit. Prevalence ratings also use both numeric and descriptive terms:

Note: The descriptive terms used may be changed as befits a specific channel. The terms provided are suggestions that simply illustrate the use of the descriptive system. Proper use of the system invoves using terms that provide the most clarity.

Element Channels

Gamers can approach play using any of several different approaches. It is common, actually, for gamers to approach play in several different fashions, to want more than one specific thing from play. To describe a style of play, it is imperative to be able to describe what basic approach or approaches are taken.

The basic elements are those considerations that are considered in decision-making process about play. This is where the reasons for playing in general actually interface with decisions made for and about play. The question involved is that of what one is trying to do in play when it comes time to make decisions.

There are several basic elements of play that can bear on decisions:

Narration -- a gamer may intend to develop an enjoyable tale of some sort and make decisions intended to help bring about that tale

Replication -- a gamer may intend to play out "what would really happen" in a fictional situation and make decisions intended to replicate those conditions and outcomes

Mechanization -- a gamer may intend to enjoy the process of playing a game and make decisions intended to provide enjoyment of the process

Socialization -- a gamer may intend to simply enjoy the opportunity to socialize with others and make decisions intended to make for a richer social environment

Exploration -- a gamer may intend to provide or enjoy an experience of discovery and wonder and make decisions intended to achieve that

Diversion -- a gamer may intend to simply amuse him- or herself and others and make decisions that reflect the musings of the moment

All of these elements can appear in a given campaign and actually do appear in some campaigns. Each element can appear in a given campaign in greater or lesser degree. Some elements may be strong and others weak according to personal preference. Itıs also important to note that these elements are not in conflict with one another. Using one approach in play does not necessarily preclude involving other considerations at the same time.

All of the elements need not appear in a campaign, however. Some campaigns involve only some of the elements, and these can be referred to as being selective in nature. Others focus only a single element, and these can be referred to as exclusionary campaigns. Just to provide full differentiation, those campaigns that involve all elements can be referred to as inclusionary campaigns.

Inclusionary -- all elements involved
Selective -- some elements involved, some excluded
Exclusionary -- one element involved, others excluded

Most campaigns are likely to be selective in nature. Some few will likely qualify as inclusionary, while still fewer can be described as exclusionary. No virtue or flaw can be associated with any of these classifications.

Expression of Elements

Each element, by itself, does not indicate any actual detailed preferences. Each element can give rise to different expressions of preference. For example, a preference for narrative can be expressed in one of a few different ways. The descriptive notes attached as part of the rating for an element works to describe the specific expression of the element.

Narration Expressions

A desire for narration may show up only at the beginning of a campaign in the creation of characters and establishment of conflicts to be explored during play. It may appear as a constant, low-key effort to turn game events into interesting tales. It may also appear as directed plots, with the sections planned out to some degree in advance and constant work to move play along to the expected end.

Replication Expressions

A desire for replication may show up as a desire to establish a milieu that operates in as realistic a fashion as possible. It may appear as a driving force behind characterization. Others may want to replicate genre tropes to see how matters would turn out in unusual situations.

Mechanization Expressions

A desire for mechanization may show up as a simple enjoyment of using the rules processes as an avenue to guage player competence. It might show up as a desire for lots of tactical play. It could involve a desire for victory conditions or a desire for opportunities to overcome challenges.

Socialization Expressions

A desire for socialization may show up as decision-making intended to increase the bonding among group members. It might show up in displays of acting ability in performance for the rest of the group. It may show up as a desire to compete with other players.

Exploration Expressions

A desire for exploration may show up as a desire to find all the exotic places in a game milieu and glory in the differences between that world and this. It may appear as a desire to explore the niceties of a genre or expand upon it.

Diversion Expressions

A desire for diversion may show up as a tendency to make some decisions based solely on whimsy. A love of extemporization may express this element.

It is important to keep in mind that the intent behind a decision can play out in significantly different fashions. The above list of examples of how elements get expressed in play is not exhaustive, so still more variations for each are possible.

Suspected Incompleteness

These are not necessarily all of the element channels that can appear. These are just the elements that have appeared in many discussions over the years. It is certainly possible that additional elements can be described. The dramaturgy mentioned under the Socialization element, for example, could appear for reasons of developing acting skills, something not covered by the elements above.

Mapping Decisions

The best fashion in which to gauge the element channels involves decision mapping. To map decisions, a GM must consider a large variety of decisions made in play, remember as many of the considerations involved in making the decision as possible, and then rank the elements behind the considerations by importance. The element behind the considerations that decided most of the issues, or that appeared as important in more decisions than any other, can be rated higher than the other elements. If a couple of elements appear with much the same frequency and importance, then those two channels can be rated similarly above the others. Those elements that donıt factor into decision-making can then be rated as empty (0 -- irrelevant).

If the campaign is not underway, then the GM can postulate decisions to be made in the game and map decisions accordingly. Players can map their decisions regarding the play of their characters and then map the way they prefer GM decisions get made, too.

Note: The mapping of actual decisions provides a more accurate measure than does mapping hypothetical decisions. What is actually decided during play is the best measure of a style.

Copyright 2003 Larry D. Hols. All rights reserved.