First, an apology: this article is way longer than the already-long articles I tend to write. I generally aim for 1,000 words, this one weighs in at just over 2,500 words. For those who struggle through it, well, I’m impressed, and I hope it’s worth it.
A Bit of Background (I blame Mo)
My guess is that anyone really following roleplaying theory is going to be familiar with this already, and that anyone reading my little blog is reading roleplaying theory elsewhere, but just in case, I put together this summary.
Four months ago yesterday, Moyra Turkington posted a much-discussed blog entry entitled Push vs. Pull. In it, she suggests that there are these two ways of approaching roleplaying, and that a lot of Forge-style games are focused on one. Since she personally prefers the other, she sometimes has trouble.
Discussion sprung up in a number of places, including Anyway and The 20 by 20 Room. The next day, in a sort of response to the discussion that sprung up, Brand had his own post on Push and Pull, in which he tries to expand upon Mo’s original post. I think that Brand identifies the root of the confusion over the terminology here.
The day after that, Mo explains what she was trying to do with the original post. A couple of days later, Brand expands again on the topic, this time providing an example, discussing presentation, and talking about possible future development in pull-based gaming. (If you look through the comments of this, you can watch me struggling continually with the distinction. It took me four entire months to figure out what was going on, and I blame it on the complexity of the issue, which I’ll get to in my analysis.)
Things go quiet for a while, though people are (probably) still mulling over the push/pull distinction. Then Paul Tevis has this interesting post on push and pull as techniques for presenting ideas in games (specifically setting), and Mo has a response.
Again, things go quiet for a while, and I’m prepping for my big article on the subject, and someone decides to steal my thunder. Judd goes and posts a thread on the subject which I (to my shame) promptly threadjack for my own nefarious purposes. Tony Lower-Basch has a thread in response, and an entire series of blog posts are spawned: Chris Chinn, Joshua BishopRoby, and “Pease” Jess (Jess, sorry for not remembering your name, I know it’s rude…) all chime in.
At this point I must admit that I’ve been feeling irrationally put upon. Why did someone have to go and steal my thunder? I’ve been planning this week to be a discussion of Push/Pull for over a month now. Maybe I should just try to play myself off as prescient. Ah, well…
What sort of distinction is it?
The reason that this whole discussion has been so complicated and confusing is that the push/pull distinction is a big one. It occurs at such a high level, that we have all had trouble assimilating its use in roleplaying theory. The push/pull distinction is ultimately a distinction at the level of general social interaction.
Specifically, push and pull are a distinction between the ways that we utilize authority structures to get what we want out of social interaction. (This is probably a good point to mention that push and pull are not the only two ways that we utilize authority structures; I will mention at least two more later on.) Since roleplaying is a social activity, the ways that we engage socially are necessarily relevant to it. However, since push and pull are such high level concepts, it can be difficult to see how they apply to roleplaying directly.
This is, from what I can tell (and from my own personal experience), where all the confusion is coming from. Mo was expressing in her original article that she has a preferred method of getting what she wants socially, and that many roleplaying games are structured and written to promote a different type of social interaction. I know that, personally, I was not thinking nearly high-level enough to understand the distinction she was making.
What is the distinction?
If push and pull are different ways of utilizing authority structures to generate specific social outcomes, what are the different ways?
Push is the assertion of authority to generate the desired outcome. “My character opens the door” is an assertion of authority: I want to have the fictional door open, I have control over my character, I assert that control to get what I want. “The rules say that you have to roll Lock Pick against DC 15 successfully” is also an assertion of authority: I want you to fail to open the door (or at least have a hard time of it), we have agreed to play by the rules, thus the rules act as an authority you must abide by, and they say you have to roll.
Pull is the recognition of authority to generate the desired outcome. “Is there a back door to the building?” is a recognition of authority: The GM gets to decide what exists in the setting, I acknowledge that by checking a contribution I would like to see against that authority. “I want Sally to fall in love with Harry, is that okay with you?” is also a recognition of authority: I have a desire, but you have authority over some of the resources I need to fulfill that desire (in this case the character Sally), I express to you what I would like to see happen with the thing you have authority over. “You don’t… drink it do you?”* is another recognition of authority: You have control over the person doing the drinking, and I am goading you into taking things to the next level.
The tricky part about all this is that a lot of pulls are handled with tonality and facial expressions. I imagine that in actual play, I would never include the “is that okay with you” part of my second example. Everyone involved would be able to tell from my tone that I was seeking permission, or expressing a preference. The third example, well, it works best when you have that slightly fascinated/horrified look on your face, and an almost pleading tone to your voice. I think the problem may be that in textual media it is natural to assert authority, but much more difficult to acknowledge it, at least in efforts to obtain a specific outcome.
The other mode
I mentioned way above that push and pull are not the only two options. There is at least one more, which may be two separate things, and there are likely more than that.
Consider: if push is about asserting authority, and pull is about recognizing authority, then there should be some sort of interaction that attacks or ignores authority. “My character opens the door” “That’s nice… so the door’s still closed” is an ignoring or suppressing of authority. You assert that you have the authority to open the door, and no one fights you on it, but at the same time no one acknowledges it either. I do not have a name for this, but I would also guess that this is almost always (if not simply always) dysfunctional.
There are probably more modes out there, and I would be completely unsurprised if someone can come up with a functional way to use the one I sketched above. Feel free to discuss.
Adding to the confusion
I think Mo is super-smart, I mean she noticed this important thing that I had totally missed. That said, I think she contributed a lot to the confusion in her first post on the subject. Specifically, she chose Breaking the Ice as her example pull game, and she put her example in this form:
In Breaking the Ice, you must please the other player, rather than beat the other character to get bonus dice to make attraction happen. You must be willing and open to step back and let another player please you so you can grant the dice because your granting dice allows the other player to try to and attract you. It’s collaborative.
Now, it may just be that I am a big dummy, or it may just be a difference in communication style, but this confused me about the distinction she was trying to make. (It is only fair to point out at this point that it was further discussion with Mo that helped me figure this whole thing out, so I am totally indebted to her, but I do think this original presentation was unfortunate.)
This phrasing makes it seem as if pull is collaborative while push is competative, which after discussing things with Mo clearly is not what she meant. That is going to be important: you can be collaborating equally well using push methodologies, pull methodologies, or some combinatio of the two. At this point I do not believe that either is inherently more collaborative, though it does seem clear that one is less confrontational.
Specifically, since pull is a recognition of someone else’s authority, it does not generate authority clashes. Push does not always generate authority clashes, but it has the potential to, which makes it possible to be more confrontational.
Clearer examples
That criticism aside, I think Mo is right on that Breaking the Ice is a game that facilitates pulling, I just think she expressed it poorly (at least for my comprehension, it is possible that everyone else got it on the first read). Specifically, Breaking the Ice takes two necessary elements of play, and gives the entirety of each to a different player.
Specifically, to play Breaking the Ice someone has to contribute material to the fiction of the game, and someone has to figure out when to roll dice. In traditional play all involved players would get a bit of each, but in Breaking the Ice one player gets one and the other gets the other.
This results in a dynamic in which one player can not ever decide when to roll the dice, and thus, implicitly or explicitly, must recognize the authority of the other player. This means that they add things to the fiction with the often unstated clause of “that’s worth a die roll, right?”.
On the other side, the player with the dice says stuff like, “And then do you do this…?” or, more subtly, they set something up trying to draw a certain type of response, like “He slips on the wet spot and both of you fall to the ground in a tangle”. Further, each player can trade authority. “I’ll give you dice if you’ll do X.” or “I’ll do Y if you’ll let me roll dice.”
Pull is powerful
For completeness sake, I really should unpack push a bit more, but I think that it is actually pretty well understood, and not something that needs serious articulation. Also, I am lazy. So what I am actually going to do is expand a bit on the power of pull, and make some closing remarks.
Pull is powerful because it allows you to bring in a whole suite of other social techniques. When I recognize your authority over a certain social element, I can bring in that most powerful of social weaopns: trust. When I say, “I want Sally to fall in love with Harry”, I am also often saying “I trust you to evaluate things fairly, and to make me happy if you can.”
With trust in the game, the door is opened to any number of terribly dysfunctional techniques. I can guilt trip you: “Not only did Sally not fall in love with Harry, but what you actually had happen sucked.” I can be vindictive: “Well, Sally didn’t fall in love with Harry, so now I’m not going to have Harry do this other thing you want.” I am sure you can imagine some others.
That does not mean that pull must, or even often is, dysfunctional, but I do feel it is important to note where some of the dangers lie. Pull is not better, or even safer, it is simply different, and some people have a preference for it.
I keep coming back to the classic phrase “With great power comes great responsibility”. In many cases, pulling is using that phrase: “You have the power to make this decision, I’m trusting you to choose wisely.”
Designing for the distinction
Breaking the Ice has a great way of generating pull dynamics, and I think there is a vaulable lesson to be learned. One way to help a game support and promote pull dynamics is to put certain types of authority entirely in the hands of one player, or at least to take it entirely out of the hands of one player.
And if you think about it, you may notice that a lot of traditional play works like this: the world is controlled by the GM, he has the authority to say what does and doesn’t happen. Thus, in order to input stuff into the fictional world (like the door I mentioned far above) the player must appeal to the authority of the GM. This puts players in a position where to get certain things done, they must pull the GM.
So, one way to facilitate pull is to make players have to turn to other players to get certain things done. Most stakes-setting in games like Primetime Adventures and Dogs in the Vineyard is at least nominally pull: no one can make someone else agree to the stakes being proposed, and you must have their agreement to move on. (Of course there are other social dynamics at work, there is significant social pressure not to shoot down someone else’s stakes, or that has been my experience anyway.)
Splitting up authority is one way to facilitate pull, but there have to be others. The problem is that I am more push-oriented than pull-oriented in general, so I have trouble seeing them. This is where you come in! Help me!
A preference indeed
Also, and this is, I think, important: people tend to prefer what they are good at. I would suggest that at least one reason Mo (and others) prefer pull is because they are better at pulling than pushing. That is, they more often achieve their desired ends via pulling than pushing. When a game is designed to facilitate push-focused play, then the people who are good at pulling are at a disadvantages. The techniques that they are best at are hard to use, while the techniques that they are not so good at are made easy. This makes it harder for them to achieve desired goals than it is for push-oriented people to achieve desired goals. And that is why this distinction matters.
Of possible interest
A final note, one not related to roleplaying theory directly: I think Mo may be onto something interesting with this comment from the original article.
I think it’s important to notice that the first game is created by a male designer and the second by a female designer. I’m not saying that one game is male domain and one is female. That’d be a stupid thing to say. I can’t help but think though that this fact has some relevance based on the different ways that boys and girls are socialized. What we are talking about here is the ways in which we are skilled in dealing with conflict resolution.
Traditionally, society has afforded more authority to males than to females. This means that males are socialized to utilize the authority that they have for simply being male. At the same time, this means that females are socialized to utilize the authority of other people (often male people) in order to get what they want. Interesting, huh?
* This is a reference to one of the clearest examples of pulling that I can think of:
Vincent Baker demoing kill puppies for satan.