Chess is solvable like Checkers was solved back in '97. You are trying to separate the the board, pieces, and rules from the total number of game states like someone trying to separate hard drives and programs from the operating implicatons of them. A game is the whole of the possibilities within its operation. They are all one and the same.
OK, so what you mean by "solved" is "map every path and analyse for optimal path outcomes". Doubtless that would show that key branches can be selected by both players always to give stalemate. In a sense, then, chess was "solved" the instant its rules were written; all that was and is lacking is sufficient computing power (combination of time and logic device, the last potentially being a brain).
If one views the genius of RPGs as having no finite number of "paths" I can see the point, but given that the rules for unanticipated paths must be generated by a GM, whose brain is itself finite, I think that any specific RPG will be a lot more finite than one might hope.
Role playing isn't creating a story.
Oh, balderdash - this, again? Really? Living life creates stories. Playing games, since they are part of life, generates stories. It's like saying that fusion reactions create light - it doesn't have to be what you perform the activity for, but the activity has the effect anyway. It's a by-product, if you like - but the only way to stop it happening is to stop the generating activity, which is to say
any activity at all.
It isn't "creating" anything. It's engaging in the performance of a pattern of behavior contained within a society, playing a social role. There can be no objective within a game of "to tell a story" as it is not an achievable objective.
And yet people tell stories all the time - a miracle! The "unachievable" has been achieved!
All behaviour in society generates a story. It's not its purpose, it's just something it does, like generating heat and increasing entropy. Stories are inherent to the way humans understand sets of events and circumstances. Like it or not, they make life, decisions and communication possible. All of which are needed to play a game.
The same way WWE wrestlers aren't actually wrestling (it's fake) when they use the rules of wrestling to tell a story, shifting D&D to do so can only end in bad games and poor stories.
They do not follow the rules of wrestling when they perform a "scripted" bout. Why not? Because part of the (implicit) rules of wrestling is that what each wrestler will do is determined by their own decision at the time of the bout, not by a prewritten script. By following a prewritten script, they are no longer really "wrestling" as it is understood as a game. They are playing another game - a "fool the audience to excite them" game. Usually to get money.
Using prewritten scripts in roleplaying games is very similar. It doesn't follow the rules of roleplaying (which include that participants make decisions during the game that are not predetermined), and I agree that they tend to lead to poor games and poor stories. All this has absolutely
nothing to do with the styles of play supported best by "storygames" or D&D (any edition).
No games have resolution systems (as storygames aren't really games). There are no two or more people desiring to express different stories in a game. And no shared narrative is ever created. Every game already contains every possible game state. The players are taking different paths across the whole.
And the path they take is decided by what, fairies?
Roleplaying games can indeed be viewed as "every possible thing that could happen in them, ever" - the classic cone starting at "now" and expanding into the future but all visible now. But for any instance of play, the game group will follow only one thread through that "pattern". And which thread they follow is resolved (note the word) using a set of rules. Typical rules are: (1) players decide what actions their characters take, (2) the GM decides the nature of the world around them, and (3) impersonal but uncertain choices of path are decided by random chance. A fair bit more elaboration is usually given. These are resolution rules: they resolve questions of "which path do we take?"
The dice in games are expressions of probability already in the game. They are rolled when those paths are taken. The outcome is out of anyone's hands.
Of course the outcome of a random roll is out of anyone's hands - assuming they are not cheating. But the random roll still resolves which of two (or more) possible paths are taken from that point. Both paths could be seen as "written in the pattern" - but the roll actually made resolves which path is actually used. The same thing (with a different resolution method) happens whenever anyone makes a decision.
A referee has no story to tell of his or her own and is never to make decisions within a game.
What I
think you mean, here, is that the GM will have no pre-decided "story" that determines the path taken - which I agree is a desirable feature. Pre-decided stories lead to the wrestling situation discussed above, and make for poor games and poor stories.
The GM is, however, bound to generate stories
after the fact. If they do not, then communicating what has happened to the players will be impossible. This is especially true if the "rules" are hidden from the players, as a technical description with no context will mean nothing to them.
Think differently. The Forge model was designed by an ideologue to remove even the ability to think like a game designer. It contains only its own answers which it traps its readers within. Until you reject it, you're not going to find anything but its answers in games. Again, there are no resolution mechanics in games and mechanics do not resolve conflicting player narratives.
A small handful of game mechanics have been deemed "acceptable" within the Big Model. Saying those actual game mechanics could be used for gamism (actual games) is a given.
All the sense I get out of this is to wonder whether the "Big Model" you read was even related to the one I read. The one I read makes no prescriptions on game mechanics at all. I can see that you might object to the "shared imagined space" if you play in a very strict pawn stance, but even then play will generate stories (as a byproduct) and even then there will be a shared imaginary pattern (given by the rules - just as there is in chess, otherwise you could not discuss alternative possible moves).
The game is not the rules, but the total possible number of game states the rules construct. All players are engaged in remembering it. Going down the paths of the game means performing the operations as defined within the rules, but the whole game is never the operations themselves. Otherwise we get WWE as real and not fake.
The "total number of game states" is defined and determined by the rules. You could, in theory, perform an analysis determining every possible game state in chess using only the rules of chess (and a huge computer or a ridiculous amount of time). That is what distinguishes the "rules" from the "pattern". "Playing the game" consists of manipulating your position in the pattern (which is a shared, imagined construct, by the way) by making decisions based on an understanding of the rules.
WWF "wrestling" does not fit this paradigm, since the "players" are not making decisions based on their knowledge of the rules (in the wider sense - i.e. including their own capabilities and so on) - they are following a script. Following a script is against the rules of all games, at least some of the time (i.e. the rules might demand following a script sometimes, but unless there are resolution points, too, it's not a game).
I'm glad you feel that deducing the resulting consequence of game rules within the imagination is "the very essence of gaming". To me that means you're looking for what games like old school D&D and Chess offer.
First of all, I am not "looking for" any single thing in my gaming, any more than I want to eat nothing but steak for the rest of my life. I like steak, but I like variety more.
Secondly, although I like gaming very much - boardgames, wargames, roleplaying games and computer strategy games, mostly - I find that 4E D&D works far better for it than earlier editions for the simple reason that it has coherent rules for the players to use and with which the GM can construct an interesting world.
But thanks for your concern.
This is important. They are not two, but one. There is no difference between the whole of possible game states and the code behind the screen in a game of D&D.
If either rules or pattern are missing entirely there can be no game. The rules allow the players to make decisions and communicate with (and about) the pattern. The pattern takes away complete determinism and makes the resolutions in the game meaningful; if there was only one path, there would be no decisions to make. So D&D, just like all other games, requires both.
Let's say the DM just up and said to you the player - "Hey I'm going to kill your character but it's going to be heroic. Is that okay?"
So my character just received a premonition of impending doom - cool! I'll answer with my (in-character) actions.
What's your point?
The second you hear and react to that question you are out of character. There are a zillion things that can knock you out of actor stance. Actor stance is purely seeing everything through your characters eyes and responding as your character for character reasons.
Yep - and nothing, nothing at all, can
force you out of that stance. It can maybe mess with the make-believe in your head, but then seeing and breathing and going to the bathroom can do that, so let's not think it's unusual.
If you wanted to design a world where those points were in fact divine points of approval that would be one thing. If I'm playing a game where the DM has not laid that out as a given that the world works that way then it is dissociative.
Has the DM laid out how often your character goes to the bathroom? Has the DM ever said how many lumens are typically provided by the daytime sky in the game world? Does the DM give minute-by-minute updates on what the weather is doing? Does the DM specify the colour and texture of every surface in the game world?
I'm going to take a leap and say the answer to at least some of these questions is "no".
So why on earth should what you imagine in this particular aspect of the game world be limited to what the DM says? Why should the default - for when the GM simply doesn't specify - be the one you don't like? It seems that you are deliberately selecting an option that doesn't work for you because nobody has told you not to. That seems daft, to me.
What I'm saying is that the game and DM have to present the world that way. You can't just make it up in your own mind and forget the rest of the players are doing something different.
Why not? As a matter of "possibility" I can assure you that you can. In fact, in respect of at least *some* of the aspects I mention above (bathroom breaks, daytime brightness, detailed weather, surface colours and textures) I'll bet that you already do.
As an aside, I think that this is an important feature of the role of rules in RPGs. They determine what the "facts" of the current position are. They form the point of reference for the (different) imagined situations that the players hold in their heads. You can imagine the game-situation any way you please - in fact, you can even imagine it as no more than plastic or metal minis on a board, if you want to -
provided that whatever you imagine fits with the situation as defined by the rules. As long as you do this, and with a coherent set of rules, then whetever you imagine will fit just fine with what others may do - however they imagine the in-game situation, provided that they follow the same rule.
Well in my fantasy world that is not true. I don't think all fighters in my world are magic or supernatural. It's just not the flavor of game I want. YMMV.
Right - which brings us full circle. It's the flavour you want. This is fine - you can like whatever you like!
The problem comes when you start to try to justify what you like with false generalisations and distinctions. No mechanic can "force you out of actor stance". There is no logical difference in "unbelievability" between hit points and levels and Come and Get It or martial healing. You just like some of them and not others. That's fine - but to claim that there is something specific and vilifiable about the stuff you don't like is factually incorrect and categorically insulting.
I can sense your disdain for my playstyle in your answers. I'm sorry you feel the way you do. For a lot of us though we love our playstyle and don't want to rip it to shreds trying to fit a game to it. We just pick games that are easy to fit to our approach. I like the living breathing world approach where the rules are physics of the world and magic is magic and mundane is mundane. That is just my preference. I realize that the way you think about gaming is so radically different than mine that you have a hard time empathizing. It's like we are talking through the wall and missing every other word. Just try to be a bit more empathetic. I am totally aware and accepting that other people prefer other types of games. I just like what I like and I don't think there is anything wrong with it.
I don't "disdain" your preferred play mode at all. I'm not going to - nor would I ever want to - dress up in a ninja suit and come round and force you to play anything you don't want to. Your play preferences are your own and I have no wish to insult them or to dissuade you from indulging them. That is not my point.
What happens next, though, is that you start labelling stuff that you don't like. You don't label the stuff you do like - that's just "normal", so it doesn't need labelling - just the stuff you don't like. Then you can say "the problem with X is..."
To confound matters, the labelling does not have any really distinct definition. It is, as [MENTION=42582]pemerton[/MENTION] says, just "stuff you don't like". You could treat the stuff you don't like just the same as you do the stuff you do like (see above), and the supposed "failings" of the stuff you don't like would go away. You could just say "I could treat them the same, but I don't want to". That's a perfectly good reason for not wanting something - you just don't like it. There is no rational reason - just as there is no rational reason I like strawberry icecream better than blackcurrant. I don't try to argue that blackcurrant icecream has some sort of inherent flaw due to the places backcurrants grow (or whatever). I just prefer strawberry icecream, so I will eat it in preference to blackcurrant most of the time. It's not rational - it's just human.