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The Dresden Files => DFRPG => Topic started by: Radijs on February 02, 2013, 12:11:35 PM

Title: Cognitive dissonance? It's never what you expect the game to be.
Post by: Radijs on February 02, 2013, 12:11:35 PM
My best friend and I where discussing DFRP yesterday and he voiced a concern to me that I find very hard to place. And I'm wondering if anyone else might have encountered this phenomenon. And if so, what kind of effect has it had on your game and how did you deal with it?

The idea my friend has is that because you're playing a game based on these novels an inherent expectancy will exist with your players that these novels will have a direct impact on whatever you run in your games and vice versa, what the PC's do in a game can have a profound effect on the novels.
Also that you're playing in a world where there are all these heroes like Harry, Karrin, Bob, Michael, Mab, Titania etc. And that creates the expectation that you will interact with these characters at some point because the world is very small. Though it's harder for wizards with the Murphy effect you can get to nearly any place in the world within a day. So even if you set your game somewhere away from Chicago, the players can decide to pack up shop and move in to some of the appartments above Harry's own.

He thinks, this will inevitably lead to dissapointment among the players. Because once you start making your own ripples in the world you're going to change the setting so much that the original timeline of events no longer make sense. IE: During the war with the Red Court Mab bites the bullet so Harry won't become the winter knight but instead has to take up the coin or perform the darkhallow somehow.
Or when you're running the 'iconic' characters of the game as the GM the way you portray them will never be 'right' compared to how they act because of various reasons, mainly that the GM isn't going to be Jim Butcher and (s)he'll portray the characters colored by his or her own perceptions and ideas.

He figured that the only way to avoid these dissapointments would be to set the game in such a way that it would be impossible for us to meet any of these iconic characters by moving the time during which the game takes place forward or backwards in time to a point where Harry and his gang haven't been born yet or are already dead.

Though I can see his standpoint from an academic view point. I can't see it actually happening that these effects or feelings would ruin a game. Unless these iconics are used in such a ham-fisted way that displays them as 'the awesome guys you can never be'.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Deadmanwalking on February 02, 2013, 12:23:45 PM
Assuming you're running a game in a city other than Chicago and you aren't ridiculously more powerful than the game assumes...I don't think you can have that sort of impact on the world without active GM collusion. I mean, let's take killing Mab: the GM nees to set that up for it to even be possible, she's an immortal of godlike power. It's easy for the GM to just not have her show up, or not die if she does.

Which doesn't mean the impact you do have can't be meaningful. Maybe someone's doing a ritual that will kill all Wizards in the US and you stop 'em. Maybe your city would be taken over by the Fomor but you handle the problem. Maybe a lot of things. All of them cool.

And I don't give a damn about meeting named characters, I just want to play in the world and do cool things there. I don't think I'm alone in that.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Lavecki121 on February 02, 2013, 01:58:35 PM
Yea. F' cannon. Play in your own world. It's way easier. If you want to use iconic characters make sure that people know it may be off cannon. I don't like playing cannon games mainly because one the next book comes out, things have changed.

For instance:
(click to show/hide)
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Deadmanwalking on February 02, 2013, 02:14:44 PM
I actually like canon games...just ones that take place nowhere near where canon does and are only tangentially related.

Non-canon definitely works too, though.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: UmbraLux on February 02, 2013, 02:21:46 PM
Also that you're playing in a world where there are all these heroes like Harry, Karrin, Bob, Michael, Mab, Titania etc. And that creates the expectation that you will interact with these characters at some point because the world is very small.
As an 'expectation', no - I don't think this is the default.  We explicitly chose not to have iconic heroes involved in our games. 

Quote
He thinks, this will inevitably lead to dissapointment among the players. <snip>
Just set expectations up front.  (For more than just what novel characters may appear.)  It avoids all kinds of problems.

It's also worth remembering that many of the forces in the world aren't dependent on an individual.  Kill one of the queens and her mantle gets passed to her successor...who eventually becomes very like the original.  Coins and swords get passed and, on a smaller scale, so do positions. 
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: JDK002 on February 02, 2013, 02:57:29 PM
Honestly, there's a very simple way to avoid this.  Don't use characters from the novels as regular npcs, and when you do use them, use them sparingly.  Using major characters has a lot of problems, namely that they tend to dominate every scene they are in.  Remember that the PCs are the heroes, they are they Harry Dresden, Karrin Myrphy, and Michael Carpenter of their city (assuming you're playing a high enough refresh game).

Also keep in mind the Dresdenverse has a lot of things happening all at once and is very easy to add your own lore to the game.  I've run 3 scenarios, not one has dealt with any of the major factions from the novels.  That will change when we manage to start up again, as two of my PCs backstories are tied into the Denarians.  So Nicodemus and at least one Knight of the Cross is bound to make a guest appearance.

TL;DR: Basically I suggest you don't insert your game or players into what happens in the novels.  Instead create your own stories using the dresdenverse as a backdrop.  Most importantly let the players know this.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Radijs on February 02, 2013, 03:32:10 PM
Okay perhaps killing Mab was a bad example. But there are other characters and other things that can happen that would mean that the books would take a very diffrent turn.

You've never encountered players that had trouble with things happening that would make the events in the books impossible?

So far I'm quit happy with the awnsers. While we where debating last night I had a hard time understanding that what he was worried for.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Deadmanwalking on February 02, 2013, 04:02:13 PM
Okay perhaps killing Mab was a bad example. But there are other characters and other things that can happen that would mean that the books would take a very diffrent turn.

Sure...but they still mostly involve GM collusion. Say they want to kill Harry...the GM never has to let them meet him. It's trivially easy to say it doesn't happen, actually.

You've never encountered players that had trouble with things happening that would make the events in the books impossible?

No. My games stay away from Chicago. Just like my Buffy game stayed away from California.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: JDK002 on February 02, 2013, 04:21:52 PM
It's also worth noting that due to concessions, characters don't die unless the GM wants them to.  So if you're hell bent on using characters from the books on a regular basis concessions are going to be your best friend.  It guarantees the players can beat down canon characters, but they will always live to fight another day.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Mr. Death on February 02, 2013, 04:57:05 PM
Okay perhaps killing Mab was a bad example. But there are other characters and other things that can happen that would mean that the books would take a very diffrent turn.

You've never encountered players that had trouble with things happening that would make the events in the books impossible?

So far I'm quit happy with the awnsers. While we where debating last night I had a hard time understanding that what he was worried for.
The second you start a game, you're already changing things from the canon. You don't read fan fiction expecting it to be exactly like the original, right? Neither should your players put too much expectation for the games to align perfectly with the books.

I mean, I'll use canon characters occasionally, but usually in the background, as quest givers, or as a force in the city (Maeve, Lily, and Fix showed up in my game when the party were investigating the Faerie Courts, and Lara showed up to plan and attend Inari's wedding), but that's about it.

Though Dresden might show up next time they have to deal with Winter...
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Magicpockets on February 02, 2013, 05:54:10 PM
Our group handles it like this: we pick a timeline and a place. Anything that happened up till then is considered canon unless all involved agree on an alternative outcome. From that point on, the PCs actions may affect the storyline any way possible.

It's also worth noting that due to concessions, characters don't die unless the GM wants them to.  So if you're hell bent on using characters from the books on a regular basis concessions are going to be your best friend.  It guarantees the players can beat down canon characters, but they will always live to fight another day.

In my experience, those concessions need to offer substantial benefits or blackmail for the players to actually agree. Personally, I (as a player) prefer to kill off anyone who might be a potential recurring enemy later on.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Theonlyspiral on February 02, 2013, 07:11:40 PM
Our group handles it like this: we pick a timeline and a place. Anything that happened up till then is considered canon unless all involved agree on an alternative outcome. From that point on, the PCs actions may affect the storyline any way possible.

In my experience, those concessions need to offer substantial benefits or blackmail for the players to actually agree. Personally, I (as a player) prefer to kill off anyone who might be a potential recurring enemy later on.

That just seems like bad sportsmanship. Do your enemies do the same? If so your table sounds really intense.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Radijs on February 02, 2013, 07:35:52 PM
That just seems like bad sportsmanship. Do your enemies do the same? If so your table sounds really intense.

It's something of a genre-savyness that makes players choose the 'kill' option. In almost every story a bad guy that doesn't get double-tapped comes back to wreak havoc again.
They most often aren't Batman who lock the Joker back in Arkham Asylum knowing very well it's a revolving door prison.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Magicpockets on February 02, 2013, 07:47:26 PM
That just seems like bad sportsmanship. Do your enemies do the same? If so your table sounds really intense.

It might have come of stronger than I intended it to sound. Basically, ask yourself this: Is the concession appealing enough from an IC perspective? Do the PCs involved benefit more from letting the NPC live? If I can say yes to both, then I am likely to accept the concession.

As for the enemies, when I DM: A concession is, to me, a way of negotiating the terms of the losing side of a conflict. Emphasis on losing. It's about making the loss interesting and acceptable for all parties involved, not about wriggling out of an inherently unfavorable situation. I will talk with the players involved to find a solution that is fun for all involved, but what I absolutely will not do is accept a concession that cheats one side out of their victory. Also, I will drop more or less subtle hints about who plays for keeps, and if you go all in into a conflict with those and lose, I expect the concession to be really good.

Or, as the books did it:
(click to show/hide)
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: JDK002 on February 02, 2013, 08:10:01 PM
Our group handles it like this: we pick a timeline and a place. Anything that happened up till then is considered canon unless all involved agree on an alternative outcome. From that point on, the PCs actions may affect the storyline any way possible.

In my experience, those concessions need to offer substantial benefits or blackmail for the players to actually agree. Personally, I (as a player) prefer to kill off anyone who might be a potential recurring enemy later on.
That is exactly why concessions are so important.  Remember that all parties involved have to agree on the outcome of a concession.  If the GM flat out says killing the character is off the table due to future plot development, then that's pretty much it.  The group has to come up with some other outcome.  At that point the GM is basically bribing the players to let the npc live.  A smart group will jump at that, as killing off an npc in such a way typically just means the GM creates a new npc to take it's place.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Mrmdubois on February 02, 2013, 08:11:18 PM
If you strike him down...
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Theonlyspiral on February 02, 2013, 08:11:50 PM
It's something of a genre-savyness that makes players choose the 'kill' option. In almost every story a bad guy that doesn't get double-tapped comes back to wreak havoc again.
They most often aren't Batman who lock the Joker back in Arkham Asylum knowing very well it's a revolving door prison.
I've seen this start an escalation at table play. You get a rep for taking out everyone you fight then eventually the bad guys learn to do the same. They come at you hard and for blood. In one superhero game it got 4/6 of the party killed. I think in general letting people concede and coming up with something that's good for everyone is the way to go.

It might have come of stronger than I intended it to sound. Basically, ask yourself this: Is the concession appealing enough from an IC perspective? Do the PCs involved benefit more from letting the NPC live? If I can say yes to both, then I am likely to accept the concession.
[snip]

Or, as the books did it:
(click to show/hide)
Part of the problem is concession takes place OOC often. It's a matter of the players at the table coming to a reasonable consensus so that everyone continues to have fun. Otherwise why should bad guys in a fight ever let members of the Party concede? Like you said:
I will talk with the players involved to find a solution that is fun for all involved....
Emphasis mine obviously.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: JDK002 on February 02, 2013, 09:14:37 PM
I think a lot of players forget that the GM counts as a player too (crazy talk I know), and they are playing to have fun just like the PCs.  So when a plot-centric npc get curb-stomped because the players happened to roll like gods in a conflict, concession!  The mechanic is there for the GM just as much as it is for the players.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Theonlyspiral on February 02, 2013, 09:49:39 PM
I think a lot of players forget that the GM counts as a player too (crazy talk I know), and they are playing to have fun just like the PCs.  So when a plot-centric npc get curb-stomped because the players happened to roll like gods in a conflict, concession!  The mechanic is there for the GM just as much as it is for the players.
How can people forget this? When I was reading YS for the first time and found concessions I was like "Oh! Hey! Now they won't be able to kill every NPC with a name!"
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: InFerrumVeritas on February 02, 2013, 10:10:34 PM
How can people forget this? When I was reading YS for the first time and found concessions I was like "Oh! Hey! Now they won't be able to kill every NPC with a name!"

This.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: JDK002 on February 02, 2013, 10:14:38 PM
How can people forget this? When I was reading YS for the first time and found concessions I was like "Oh! Hey! Now they won't be able to kill every NPC with a name!"
Haha you would be surprised.  I've seen at least a couple threads about people asking "how to I make a recurring villain who doesn't get killed the second he is in a scene?" or "my players killed my long-term villain earlier than they were supposed to.  What do I do!?". xD
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Magicpockets on February 02, 2013, 10:43:41 PM
Personally, I would never use an NPC in combat that I wouldn't be comfortable loosing. Going into combat with the expectation that NPC XY is going to survive no matter what due to Plot armor is something that should be used sparingly at best, lest it turns into a railroad fest.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Mr. Death on February 02, 2013, 11:18:05 PM
Yeah, don't put someone in combat you're not ready to lose. That said, when I offer a concession, I'll also occasionally point out that them winning the fight next round isn't a sure thing either, and another round of combat could go badly for them just as well, particularly if the one offering the concession is a magic user.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Lavecki121 on February 03, 2013, 12:19:33 AM
There is also the thing where a character might not be going for a fight and an NPC gets attacked before the GM intends them to be. The only time I have killed an NPC early we used four fate points as a group, when some of us aren't even in the scene to keep the NPC from running
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Tedronai on February 03, 2013, 12:26:53 AM
The enemy of the Concession is the Alpha Strike.
Because, remember, you can't Concede after the dice have been rolled until you've suffered the consequences of that roll.
When, as a player, I REALLY want a target to be dead, I do it in one hit.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: fantazero on February 03, 2013, 12:39:32 AM
The Only Problems I've ever had with Dresden Files Games are Lack of Awesome or the Murder Mystery Stuff

Harry Dresden is a Chandler-esque Detective. So I feel GMs feel they HAVE to have a Murder Mystery with Dark Magic Ties.

So GMs want you to SOLVE the Mystery while you might not want to or have no reason to as a character.

As for lack of Awesome. Harry gets shot at, blown up, throws the scales that balance power into mayhem.
So when you're IN GAME sitting around having a Tea Party, it's not as awesome. It's a FATE game your CHARACTERS are supposed to be Badasses. Even if they're the "bad guys" you PCs are supposed to be bigger than life.

To OP, tell your friend he is over thinking things, and that Harry is Important but he isn't THE MOST IMPORTANT PERSON IN THE WORLD.

While Harry is goofing around with Zombie T-Rex's whose taking care of the Big Foot Problem in Little Rock? Who is stopping the "UFOs" in New Mexico? What's Harry doing about the Werewolf Biker Gang in Belfast? Your PCs thats who.

Also I've stated, I HATE meeting the Stars of the Novels. It just feels Cheesy to me. Harry coming in at the last minute to save the day makes your characters less important.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: blackstaff67 on February 03, 2013, 04:07:30 AM
It's something of a genre-savyness that makes players choose the 'kill' option. In almost every story a bad guy that doesn't get double-tapped comes back to wreak havoc again.
They most often aren't Batman who lock the Joker back in Arkham Asylum knowing very well it's a revolving door prison.
Please.  I just got done running our monthly session a few hours ago and since all but one Adversary was mortal (and that one a House Malvora WCV), the party has a lonnng list of mortal foes with good reason not to love the party: Wealthy businessman, crazy militia "colonel", gun dealer, a husband/wife wizard/shooter team, a less wealthy businesswoman that dabbles in sex magic, and to top it off: Claire B., a warlock that they inflicted an Extreme consequence upon but survived...whose also the lover of Anna Raith, owner of Club Zero in South Bend-Mishawaka.  Said WCV retaliated (for starters) by relocating her establishment across the street from the party's favorite hangout a sports bar which is 1) located next to a river (as in sitting almost practically atop if with nearby bridge) and 2) the Michiana equivalent of McAnally's. 

Mortal enemies are fun!
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: madvogon on February 03, 2013, 06:51:59 PM
Four points,     all over the place, although all are relevant:

One of the more interesting Dresden games I have encountered was at Origins two years ago.  The concept borrowed from the old game  Nightlife where the characters were all members of a band and all changelings, set in set in NYC.  This demonstrated to the players  a path other than a Chicago-centric campaign.

As far as canon campaigns go, I am reminded of another Origins experience where I played in a GURPS game based on Gardner's Expendable universe.  Other than the GM, a close friend, I was the only one of 8 players who had read the books.  Thank God I ended up with the Explorer and the overkill suit! 

The canon vs non-canon campaign is something I have been wrestling with for 2 years.  The setting I have finally chosen to develop is sort of a hybrid.  The players are the trainees under Ramirez' tutelege.  This campaign has had its scope expanded by the last two books rather than the standard problem of a canon campaign where the next book can kick the underpinnings of an existing campaign out from under a GM.

Finally, I have been working on an Anita Blake conversion for the past 10 years.  The format I have ultimately decided upon predates Skin Trade, but was validated by this book.  Basically,   other major cities are forming their own versions of RPiT.  This allows continuity across different geographical locations as well as guest appearances by several major characters from the books.  This also solves the major power creep problem of someone wanting to play Anita.  I was truly concerned about this, as the same issue exists in the Sailor Moon RPG when someone insists on playing Usagi.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Orladdin on February 04, 2013, 08:24:46 PM
I suspected this might be an issue when I started my game, so I started out by setting two ground rules: 1, Harry died at Bianca's party.  2, It is a year after that event.  From there, everyone else contributed as normal.  Setting such a major event as a founding "truth" to the campaign allowed everyone to accept later changes as they came, since it wasn't assumed to be the exact world of the books.

For my part, I've only included three cannon characters, and only in bit parts. 
Thomas showed up at a vampire party as the House Raith representative, but in a world where he failed to save Harry's life, he's a bitter ass.  The players got to outshine him.  They loved it.

Morgan appeared once to stress The Laws to our budding magus.  He was basically all *intimidate, spell out the letter of the law, threaten, leave*.  It was enough to warrant no further Council intervention.

Finally I had Maeve show up at a ball.  The one player who was ballsy enough to introduce himself got snarked at and insulted (as politely as possible)-- as you'd expect from someone of her stature.  He snarked back of course, in courtly fashion, and everyone got a laugh.

These visits cement to them that, yes, it's the same world with its own internal consistency.  The book characters also don't stick around after serving this purpose, which allowes them to get out of the players' way and let their characters be the awesome ones.


YMMV, but it's worked really well for me and my table.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: fantazero on February 04, 2013, 10:07:36 PM
These visits cement to them that, yes, it's the same world with its own internal consistency.  The book characters also don't stick around after serving this purpose, which allowes them to get out of the players' way and let their characters be the awesome ones.


this a thousand times this. Nothing sucks worse than having to take back seat to Pet Npcs, Characters from the book or anything thats not a PC being awesome
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Radijs on February 05, 2013, 12:10:23 PM
Thanks for the myriad of replies everyone. It's pretty much all along the lines that I expected and I can call my friend's fears more or less unfounded.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Oblyss on February 05, 2013, 01:08:54 PM
this a thousand times this. Nothing sucks worse than having to take back seat to Pet Npcs, Characters from the book or anything thats not a PC being awesome

I agree with you quite a bit, though I don't think it's always bad to have an NPC show up and save you. I mean, Dresden shows up and saves the day a lot, but he also ends up requiring saving a lot as well. So as long as you balance it out I think it works out, and can give the players a Brothers in Arms sort of feeling with the NPCs if they are always saving each other out of messy situations here and there. As long as it's not one sided.  But yeah I totally agree, I want the players to get to feel awesome.

I mean how would your players feel in this sort of situation: Tell your players, "There's a man shooting fire at a bunch of ghouls and getting kicked around a block away, he looks in trouble." The players save the guy and he says, "Hell's bells, that was a close one. Thanks for the help guys, I thought I was a goner for a minute there. Name's Harry Dresden."

That's really how my friend described the Dresden novels to me anyway when they got me reading them. "Dresden gets beat up: The books."

Personally, my GM hasn't used any named characters from the novels yet.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Lanir on February 05, 2013, 01:49:49 PM
Two things.

1. I've run several Amber games using the setting based on the novels. I tried talking my players into using the same rules but going with a new setting, but they would never go for it. That setting basically requires that the NPC's from the stories are present, although not necessarily showing up in any scene. The PC's can look them up pretty much at will. I found they were largely archetypal so it was not terribly difficult to portray them. The players who knew the stories were willing to buy into how I ran them and I actually got complimented on doing it well most of the time. I think I largely went with the NPC's having a particular attitude and atmosphere that I tried to portray, one point they wanted to deal with and then let the players direct the conversation afterward.

2. I had it easy in that Amber was setup this way by default but you could readily import this idea into any other game. The powerful NPC's I dealt with were all involved in an intricate and subtle game of chess. Sure the PC's were pawns, but they were also the only pieces on the board that could afford to move. Everyone else was locked because the moment they began to show their real power, the whole board would light up as everyone else responded. In the Dresden Files novels, Harry only looks awesome because he can move around and is largely free to do things. The White Council, the various vampire factions, the Winter and Summer courts, they're all stuck. They can't move. Hell they have a big pact (the Unseelie Accords) that generally spells that out in big letters. You can either add some adversary for Harry & Friends to stalemate against or you can have them join a faction.

(click to show/hide)
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: fantazero on February 05, 2013, 06:35:19 PM
can you play Amber without having read the books? theres a debate in my group about this
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Deadmanwalking on February 05, 2013, 06:43:24 PM
can you play Amber without having read the books? theres a debate in my group about this

Yes. But not very well if the canon characters are included. If they aren't, a quick summary is more-or-less sufficient.
Title: Re: Cognitive dissonance? It's never what you expect the game to be.
Post by: Lanir on February 07, 2013, 02:30:10 PM
can you play Amber without having read the books? theres a debate in my group about this

It's like any other story. If the introduction is good enough you'll get the high points and move on. It's also possible to take a similar route to the first books with new people who've never heard of it. Let them learn about things in character. That also makes the invevitable minor misunderstandings much more interesting. Especially as they start to pick up how the people in the setting behave and wonder whether there was a deliberate cause or motive behind any misunderstandings.