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The Principle of Legitimate Intentions
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<blockquote data-quote="clearstream" data-source="post: 8997814" data-attributes="member: 71699"><p>This is the current state of the fiction. Each participant maintains their own version. Usually they aim for those versions to be similar.</p><p></p><p></p><p>This is the past state of the fiction: it is queried retroactively to see whether what we want to say is legitimate.</p><p></p><p></p><p>I call this an act. Proposition is fine.</p><p></p><p></p><p>This is often called resolution, with good reason. Fortune is probably too ambiguous (notwithstanding that it is used in some discussions.)</p><p></p><p></p><p>Resolution can be drama (what we say), fortune (what we roll), or karma (where we rank)</p><p></p><p></p><p>Hmm... I think this is decision-holding when there is choice to be made among outcomes. Usually, for negative outcomes, that goes to a GM. Per the Czege Principle.</p><p></p><p></p><p>I break this into who establishes truth about what, including truths off-camera (to other participants.) We can use the term but may run into trouble with it later.</p><p></p><p></p><p>You're discussing fortune-at-the-beginning, fortune-in-the-middle, and fortune-at-the-end.</p><p></p><p></p><p>I call this simply consequences, but stakes is fine (and a good technical term due to its use in other games.)</p><p></p><p></p><p>I identify several kinds of normative object. Constitutive rule: do this in order to fabricate the play. Regulatory rule: do this in order to enact the fabricated play in a specified way. Guideline: do something like this. Principle (conditional): if you desire x, you ought to do y. Principle (unconditional): you ought to desire x and do y.</p><p></p><p>Rules is too general a term. I differentiate between house rules and other rules using the terms endogenous and exogenous rules. House "rules" are more often house principles. It is also important to acknowledge parameters (aka data model.)</p><p></p><p></p><p>Interesting. I do not make this distinction. Instead I think of game as artifact and game as played. I regard game as artifact as tools used to fabricate the play. What I think you are covering are unwritten rules that folk come to the table with the deal in general terms with how to play a game.</p><p></p><p></p><p>I simply call this legitimating.</p><p></p><p></p><p>I call this putting whoever establishes a truth on the spot to say what's true.</p><p></p><p></p><p>Once we've divided up truth establishment, fiction, fictional position, rules and parameters, and adjudication, I think we end up with a puzzle as to what this really is? Is it just the right to adjudicate X? Why not conflate that with adjudication? Is it just stating the obvious (the right to explain in colourful language what we all just saw happen?)</p><p></p><p></p><p>I think this is a good direction for exploration, and as you're familiar with the facets of the problem you'll know that it's not trivial to write up. I'll need to give it some thought. Could you, too?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8997814, member: 71699"] This is the current state of the fiction. Each participant maintains their own version. Usually they aim for those versions to be similar. This is the past state of the fiction: it is queried retroactively to see whether what we want to say is legitimate. I call this an act. Proposition is fine. This is often called resolution, with good reason. Fortune is probably too ambiguous (notwithstanding that it is used in some discussions.) Resolution can be drama (what we say), fortune (what we roll), or karma (where we rank) Hmm... I think this is decision-holding when there is choice to be made among outcomes. Usually, for negative outcomes, that goes to a GM. Per the Czege Principle. I break this into who establishes truth about what, including truths off-camera (to other participants.) We can use the term but may run into trouble with it later. You're discussing fortune-at-the-beginning, fortune-in-the-middle, and fortune-at-the-end. I call this simply consequences, but stakes is fine (and a good technical term due to its use in other games.) I identify several kinds of normative object. Constitutive rule: do this in order to fabricate the play. Regulatory rule: do this in order to enact the fabricated play in a specified way. Guideline: do something like this. Principle (conditional): if you desire x, you ought to do y. Principle (unconditional): you ought to desire x and do y. Rules is too general a term. I differentiate between house rules and other rules using the terms endogenous and exogenous rules. House "rules" are more often house principles. It is also important to acknowledge parameters (aka data model.) Interesting. I do not make this distinction. Instead I think of game as artifact and game as played. I regard game as artifact as tools used to fabricate the play. What I think you are covering are unwritten rules that folk come to the table with the deal in general terms with how to play a game. I simply call this legitimating. I call this putting whoever establishes a truth on the spot to say what's true. Once we've divided up truth establishment, fiction, fictional position, rules and parameters, and adjudication, I think we end up with a puzzle as to what this really is? Is it just the right to adjudicate X? Why not conflate that with adjudication? Is it just stating the obvious (the right to explain in colourful language what we all just saw happen?) I think this is a good direction for exploration, and as you're familiar with the facets of the problem you'll know that it's not trivial to write up. I'll need to give it some thought. Could you, too? [/QUOTE]
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