Role Playing: The Game of Many Mini-Games

Celebrim

Legend
I’ve been thinking a lot lately about what an RPG actually is, and I’m more convinced than ever that what we call a RPG isn’t actually a single game, but a group of interacting mini-games linked by a narrative structure. The number of mini-games you play, and the exact composition and proportion of time spent on those games are the primary determinates of the style of play your table has.

RPGs evolved by agglutinating these mini-games together in an ad-hoc way, the full details of which are documented in books like Playing at the World and far beyond the scope of this little tiny essay. But it’s well worth reading if you aren’t familiar with the detailed history. The central point I’m going to make here though is that the title, “Playing at the World” is very apropos because what RPGs set out to do is simulate pretty much life itself. There is generally no limit to what players may propose their characters doing. And since no one game can actually simulate the full breadth of human activity, the simplest and perhaps best approach has always been to glue a bunch of widely disparate games together that handle different sorts of tasks.

That a game would have within it several different mini-games is not unusual. Many games have different phases of play that involve different types of gameplay. Quite often a traditional game will begin with a preparatory game that sets the conditions under which the main game will start. Bridge family games begin with a bidding game where the player attempts to estimate his success in the main game. Settlers of Cataan, Stratego and Risk begin with a strategic deployment phase where the player arranges his initial resources. Milton-Bradley’s Life has a repeating mini-game where the players may gamble on a Wheel of Fortune. Monopoly takes a break from its normal game play to hold an auction whenever a property is passed over.

But there are often hidden mini-games within games used to resolve situations the rules don’t cover, and these mini-games and how well you play them often are as important as or more important than the game covered by the rules themselves. For example, both Settlers of Cataan and Monopoly have a trading phase which has almost no formal rules. Players are allowed to trade almost any game resource that they hold for almost any game resource held by another player through any agreement that the players are willing to make. This amounts to a mini-game of diplomacy and negotiation that is critical to success in these games. Likewise, in Settlers of Cataan or Risk and many other multiplayer games, there is an implicit game of diplomacy in the making of and breaking of alliances with other players, and in manipulating other players into seeing you as less of a threat than you are, and other players being greater threats than they are. Any skilled player will tell you that these mind games as every bit as important as the placement of your resources or the efficiency with you manage them.

But in comparison to the scope of their conception and granularity of an RPG, these board games are almost trivial – something in evidence by the disparity of the size of the rules published to play them. An RPG proposes not to simulate a particular aspect of a particular endeavor in a highly abstract way, but to simulate all of life in often a very concrete way where each game play action corresponds to some imaginable scene or experience. There is no way a single game can hope to achieve this, so the RPG never tries to be a single game. Any RPG that did, would feel incomplete and would – even if one couldn’t state clearly why – would not seem to many players of RPGs to be an RPG.

The RPG began by welding a very loose and informal strategic game of make believe with a highly structured and relatively formalized set of tactical rules appropriated from a wargame. But right from the start, it’s clear that the game that was actually being played had more than just the two mini-games being played without clear distinction between them. As soon as the wargame moved off of the abstract and simplified environment of a battlefield and into a dungeon, the wargame of moving pieces and engaging in combat was insufficient to handle all the propositions that the players could offer. Chainmail itself had no rules for opening doors, searching rooms, handling light sources, swimming, breaking objects or any of the almost unlimited things that a player could do to interact with a basically boundless environment. Initially probably everything that wasn’t combat was handled by the same fiat ad hoc judgments that had been borrowed from the ‘Bronstein’s games’. But gradually more and more subsystems were developed from these initially fiat judgments and glued on to the game as they became first standardized in play and later written down and published.

We normally think of D&D or any RPG as being a single game, but even as game systems become more ‘complete’ in the sense of having rules for more and more situations, RPGs continue to have very distinct phases of play that are each mini-games in their own right. Practically every D&D player knows intuitively that the words “Roll for initiative” are the signal that a new mini-game with very different rules is about to be contested. I think it is worth-while to list some of the mini-games that may been seen at tables.

Tactical Skirmish Wargame: This is a game usually played on a map divided into squares or hexagons. Occasionally a more simplified system is used with the space divided conceptually into distances between the combatants, or with a map loosely held in one or more participant’s collective imagination – what is often called “Theater of the Mind”. But whether the combat resolution system more resemble a traditional wargame, or something like Final Fantasy and its strategic selection of moves, most RPGs have some sort of individual scale combat system.

Theater Games: Quite often one of the most important games in an RPG is one that often has the least amount of rules devoted to it. This is the game of make believe played when players adopt personas and interact with other players who have likewise adopted personas. The game play seen here is almost identical to the sorts of improvisational theater games used to train actors in dramatic skills. There are usually no hard and firm rules, but there are often social contracts of various sorts governing how much the players are expected to invest in their characterization. Despite the lack of rules, the outcome of these mini-games often has at least as much impact on the direction of future play as more formalized mini-games such as the tactical skirmish wargame. Very often these theater games constitute the real diplomacy and negotiation phase of the game where in the disposition toward the PC’s of the NPC’s is determined or at least heavily influenced.

Riddles and Puzzles: Since fairly early in the game’s history, it’s been not uncommon to have with in the main game, a mini-game which consists of playing virtually any other sort of game or solving any other sort of puzzle which is tied to the acquisition of resources within the game. This could be a monster which only cooperates when a certain riddle is answered, a door that only opens when a puzzle of some sort is solved, a trap that can only be evaded when clues are successfully deciphered, a who-done-it mystery game of collecting clues, or resolving a game of chess or poker occurring in the imagined world via an actual game of chess or poker against the referee. What each of these games have in common is they depend primarily on the player’s cleverness.

Challenges and Contests: Just as a player’s mental abilities may be tested by a mini-game, RPGs have since the very beginning had situations where the invented character’s abilities are tested against the imagined environment. The possibilities here are almost limitless, and some of these particular mini- games rise to such importance and become so complex and standardized that it would be best to treat them in separate sections. In traditional fantasy RPGs like D&D, these challenges and contests take the form of various traps, hazards, special tricks and obstacles that the players could encounter in the course of exploring the environment. What’s particularly interesting about this is that at first, it is clear that D&D was making no attempt to unify all these various challenges under a single set of rules. Indeed, if you look at early modules – and S2 White Plume Mountain and C1 The Hidden Shrine of Tamoachan are exceptionally good places to start, though we could choose almost any early module and find some examples – what’s clear is that whenever these challenges are introduced, the standard approach was to invent on the spot a small mini-game to represent the challenge. Early designers weren’t particularly interested in answering the question, “What is the rule for swimming?”, but in “What are the rules governing this particular challenge?” With no unified rules and no way of knowing what the DM had written down, these games were often in practice avoided by use of spells and powers that had guaranteed player agency, or else had to be solved by dangerous exhausting searches of the game space (referred to in slang as ‘pixel bitching’), or else by negotiating with the DM in the metagame to convince the DM of the workability of your solution. Later rule sets have shown a tendency to standardize the mini-games around challenges to character skillfulness and observation, and to formalize rules for things which in early systems were handled purely by fiat.

Stealth: A subset of the challenges involve avoiding being observed. RPG rules systems often end up developing mini-games around the question of stealthy movement.

Evasion: Just as stealth often ends up with its own rules set, so too evasion often has its own particular set of rules that don’t necessarily resemble the gameplay of any other part of the game. Since the earliest days of RPGs, there has a been a tendency for RPGs to suspend the normal rules of action resolution and in particular the combat resolution game to determine the question of whether or not some group can get away or retreat from battle. This forms its own mini-game with varying degrees of elaborateness, up to and including very elaborate rules for generating protracted chase sequences. Again, what’s notable is that these chases generally use different sets of rules for describing motion than what is used when the scene is a skirmish engagement.

Travel: Although this could be thought of as a sort of challenge, it’s frequently separated from other sorts of challenges into its own category by the rules. Since the earliest days of RPGs, the rules for travel over tactical distances and the rules for long distance travel (equivalent to strategic movement in a wargame) have tended to diverge to simulate and highlight the things specific to those two types of action. Again, since the normal rules are suspended in order to determine what happens when a group proposes to travel a long distance, this is yet another mini-game within what we think of as the game system.

Role-Assignment and Story Direction: At times, the game makes a game of deciding what roles players are going to have within the scene or the story, or in what direction the game is going to take. Players will bid over control of the story, or negotiate over how a characters actions will properly be described or adjudicated. This sort of mini-game is more associated with modern games coming out of the Indy gaming movement, but you can find it going on in very old RPGs indeed – Amber Diceless for example comes to mind. And to a certain extent, every alignment debate that has ever occurred in D&D is a mini-game of this sort, albeit perhaps not a particularly functional or intended one.

Mass Combat: With its roots firmly in wargaming, it’s no surprise that many RPGs have featured stories where the scale of the combat increases well beyond the scope of a tactical skirmish between a small number of individuals, but included whole armies. The original D&D game evolved out of a game where such battles were routinely occurring, and D&D has at many junctures introduced mini-games with their own specific rules for determining the outcome of those battles and how they might influence the narrative and the other ongoing portions of the game. Probably the most famous and most successful of these was the tight integration of mass combat rules in to the epic Chronicles of the Dragonlance adventure path, but many tables found themselves resorting to Battle System or other mass combat resolution systems as their characters increased in level and influence over the setting.

Crafting, Research and Downtime: Many RPGs since the very early days of the game have had mini-games around what a character does and what resources they may collect when they aren’t actively doing something in some other portion of the game.

Character Creation and Advancement: The fact that character creation is in fact it’s own mini-game can be proven from the fact that this game is considered by many players to be so engrossing in its own right, that they often play it as a standalone game independent of all the rest, imagining theoretically characters that they may never play or never even want to play, purely for the satisfaction resulting from playing the ‘what if’ game implied by the character creation and advancement rules.

There are no doubt many other sorts of mini-games that I’ve either overlooked or never even encountered. The point is that pretty much every RPG is shifting implicitly back and forth between multiple systems of resolving play, often so often and so transparently that the players never really even think about the mental shifts they are making to accommodate those changes in perspective and proposition resolution. In fact, I’ll go so far as to say that this is one of the defining aspects of what we think of as an RPG.

This conclusion is made much stronger when we observe all of the attempts to bring the experience of a PnP RPG to the realm of computers. The more fully an RPG on a computer comes to resemble the experience of PnP play the more different interfaces and subsystems we see have to be implement to handle all the different things a player of an RPG expects to be able to do. So we typically see an interface for non-combat movement, combat movement, long distance movement, conversation, character advancement, challenge resolution, and so forth. Think of all the distinct rules that govern different phases of the play of a game like Ultima, Fallout/Fallout II, Mass Effect/Mass Effect 2, and Skyrim. Each of these different systems has its own particular game play which, while it interacts with other systems to create the whole narrative, doesn’t necessarily depend on any other game system. The whole game could presumably exist with fewer and more limited interfaces, but would gradually cease to resemble an RPG if it did so. Modern computer RPGs are only now reaching the point where they can transition between these different mini-games as seamlessly as PnP’s normally strive to achieve, but the different games are still there just better concealed.

It’s been the contention of some RPG theories that each RPG could only satisfy a single agenda of play successfully, or that each player brought to the game only a single agenda of play. There are a lot of reasons why I think that is false, but to me one of the most persuasive is realizing that in a traditional RPG there isn’t a single game being played and that is by design. If you actually observe numerous players in play, what you find is that the same player not only can have multiple agendas, but can bring different agendas to different mini-games. The same player can play the tactical skirmish mini-game purely as a tactical challenge to be overcome, and then immediately shift in to a very story focused character driven sort of play when a theater game comes to fore. And over time, I’ve come to realize that this is entirely functional and even desirable in a game system. Because not only can a game system accommodate different player agendas by providing different mini-games for them to shine in, but almost no one is playing RPGs for a single clear cut reason. The fact that an RPG is normally a game composed of many different mini-games is precisely what makes them engrossing over such a long period.
 
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(Caveat: TL;DR.)

I think, it depends on how well the rules are integrated. If an RPG feels like a bunch of mini-games, it's, imho, mainly because of different sub-systems used. E.g. in D&D 4e, as soon as a combat encounter ensues, everyone enters a different 'game mode', because combat isn't resolved using the normal skill-check rules. Instead you have to introduce a battle map, make attack rolls, and use powers.

Another example, which I noticed, feels a lot like a bunch of mini-games is the German 'Das Schwarze Auge' RPG (internationally known as 'The Dark Eye'):
In this case, it's mostly because of the official adventure modules: You'll hardly find one that doesn't include an encounter that introduces encounter-specific rules in order to model it 'better', e.g. one module features a horse race, another a rescue scene on a river with rapids, a third an audience with the king, and yet another a murder-mystery.

Personally, I fel that an overabundance of 'mini-games' is a sign of a bad RPG. They indicate that the rules framework isn't up to the task of properly resolving certain types of actions or encounters.
 

You can get mini-games even with universal rule systems -- it can be a measure of time scale, objective, and what is at risk.

Spending 9 months working on a building's construction can feel very different than 9 seconds fighting for your life even if the same amount of table time and the same number and types of dice are used. The stakes are different, the timescale is different, and one's options (typically) are different.
 

(Caveat: TL;DR.)I think, it depends on how well the rules are integrated. If an RPG feels like a bunch of mini-games, it's, imho, mainly because of different sub-systems used. E.g. in D&D 4e, as soon as a combat encounter ensues, everyone enters a different 'game mode', because combat isn't resolved using the normal skill-check rules. Instead you have to introduce a battle map, make attack rolls, and use powers.

I partially agree.

Consider two very similar games like Mass Effect and Mass Effect 2. Both are made of a bunch of mini-games, but Mass Effect did a much better job of hiding it. In Mass Effect 2 they introduced a cover based shooter as the combat system. But to support that, battles could only take place on specially purposed combat terrain. You could tell when combat was about to begin by the relatively open space littered with bunches of waist high obstacles. In Mass Effect, combat wasn't as simplified or specialized, and so didn't need any special environment. Combat could occur any where, and that allowed the original game to do all sorts of things that couldn't really happen in the sequel. Mass Effect for example could do more compelling horror than the follow up, simply because in ME1 you never knew what could be around a corner. You could find monsters anywhere and would. In ME2 monsters happened only in monster terrain. And as such, they couldn't really chase you either, because the fight couldn't really leave combat terrain. And there were lots of claustrophobic environments in ME1 like staircases where you'd never meet a foe in ME2.

Lots of people seemed to prefer ME2 over ME1, but I found ME1 to be loads better in all sorts of ways, and part of that was the smoothness by which ME1 transitioned between mini-games.

But 4e while it had huge problems of the same sort - the transition to a skill challenge for example was potentially obvious and jarring - it was in fact trying to reduce its reliance on subsystems and mini-games. The skill challenge system itself was an attempt to have a single mini-game cover all possible challenge scenarios, and could be ran as long distance travel, evasion, chase scenes, competitions, diplomacy and negotiation and pretty much anything you could skin it as.

One problem though you run into when you try to be this universal is you invariably have more a disassociated mechanic. The game mechanic may successfully tell you 'pass/fail' during the challenge, but it won't necessarily make it feel like you were engaged in the activity that the challenge represents and it may even go so far as make the activity that the challenge represents feel irrelevant to successfully passing the challenge. So there is a trade off here. A more universal mechanic might hide the transitions between systems and let the game feel less like a game, but at the cost of giving up focus on the special aspects of a situation that the universal system might be bad at highlighting.

For me the obvious example in D20 is 'chase scenes', because 3e's combat model is so linear and turn based, and chase scenes are all about simultaneous action. If you want to run chase scenes well in 3e, you can't really do it with the combat mini-game because instead of having the experience of slowly catching up to a quarry or pulling away from a pursuer, if you run a chase as a 3e combat mini-game you have the experience of flurries of motion that drastically change the relative position of the participants in all sorts of emersion breaking ways. For me its better to create a new mini-game to handle that, than try to handle a chase as turn based linear combat.

Personally, I fel that an overabundance of 'mini-games' is a sign of a bad RPG. They indicate that the rules framework isn't up to the task of properly resolving certain types of actions or encounters.

Every rules framework isn't up to the task of properly resolving certain types of actions or encounters, with the result that often without realizing it, players of those games simply will neglect to have actions or encounters of that type and focus on what the rules explicitly provide for. You can sometimes get around that by giving the GM some generic resolution tools, and at this point I would agree that every RPG should include generic resolution tools. But what actually tends to happen in play is that generic resolution tools tend to give the DM the ability to ad hoc a mini-game to resolve a challenge without the players thinking deeply about it because they are familiar with the generic resolution tools.

Think about for example how you'd probably run a horse race, a rescue scene on a river with rapids, an audience with the king, and a murder mystery in non-4e D&D. In all those cases, I'd argue that DM would introduce encounter specific rules in order to model it better, it's just that in most cases neither the DM nor the players would pick up on the fact that they'd created a mini-game. But I feel pretty safe in saying that no edition but 4e really tells the DM how to run any of those scenarios, and that the more compelling the minigame the more interesting those scenarios would be. Think about the "audience with the king" scenario. If this is run as a pure theater game, it's still more compelling if there is more than one outcome and the DM already has some idea regarding what player actions might alter the outcome in terms of information gained and help received. If this is run with regard to character skill, it's still more compelling if it doesn't depend on a single diplomacy check over which the player has very little influence. And more compelling still might be some combination of the two. In practice, I think most audiences with the king are in fact ran as some mini-game, only in an ad hoc fashion that the group doesn't document because the outcome is more important to them than the process that got there.

But as people interested in design, I think it's worth thinking why particular mini-games work better than others in various situations. There are no doubt a lot of very skilled DMs that have gotten good over the years at running ad hoc mini-games, but what we'd like to do is share those techniques.
 

Personally, I fel that an overabundance of 'mini-games' is a sign of a bad RPG. They indicate that the rules framework isn't up to the task of properly resolving certain types of actions or encounters.

I generally agree with this, however, I feel that "an overabundance of 'mini-games'"needs the qualifier of coherency (integration as below) before it. I'll bridge to...

I think, it depends on how well the rules are integrated. If an RPG feels like a bunch of mini-games, it's, imho, mainly because of different sub-systems used.

Successful integration involves multiple angles. Does it fit with the system's general aims (pacing, engagement/agency, genre, player/GM authority and agenda, et al)? Does it spare the players and the GM of unwanted/unnecessary overhead (both in handling time and in cognitive workload)? Does it mesh with the rest of the infrastructure of the system (PC build mechanics, other resolution mechanics, mathematical expectations)? Those sorts of things.

But as people interested in design, I think it's worth thinking why particular mini-games work better than others in various situations. There are no doubt a lot of very skilled DMs that have gotten good over the years at running ad hoc mini-games, but what we'd like to do is share those techniques.

Agreed.

Consider the following 5 systems which have mini-games for "social interaction/combat."

1) D&D 5e. You've got a starting Attitude that you're trying to change by one step. Opposition has ideals, bonds, flaws you can uncover with a successful Insight action after some such amount of interaction with them. Success provides Advantage when trying to "win" the social interaction by adjusting their Attitude one step with a successful Charisma skill (and accrue the benefits of check). A bit generic, somewhat open-ended and extremely GM-driven, but with enough codified nuance and integration with the rest of the system that it should be fun enough and give the players a sense of agency.

2) Dungeon World. The 5e devs definitely looked to DW for some inspiration in their social interaction pillar. DW's Parley move requires knowing/having some kind of leverage against your adversary. You gain it either by possessing it beforehand (a prize from other conflicts) or maybe a Spout Lore move or a Discern Realities move or some other such thing. Play snowballs in DW toward danger/adventure, by design, due to the resolution mechanics. But on a 7-9 Parley, they'll grant your request/yield/indulge you but you have to show them the goods/prove the leverage right now. 10 +, you're good to go but they're going to ask something of you (pertaining to the leverage typically). But DW is deeper than just successfully executing the Parley. Everything is integrated (PC build mechanics + other resolution mechanics + GMing principles and overall agenda) so you're going to put some social dangers in the way that can snowball dramatically (such that Parley won't possibly be in play) if players don't successfully navigate it or Defy Danger.

3) Cortex+ Heroic Fantasy/MHRP and 4e. This is all about the high-octane, closed action scenes that reproduce genre tropes/conflicts in play. Both sides (GM and players) have what is tantamount to HPs (stress and success/failures). Stakes/goals are outlined, the situation/backdrop is conveyed and the stock play procedures are followed as the GM plays the opposition/evolves the ficiton until one side wins what they're after. Scene closed and onto the next action scene.

4) Dogs in the Vineyard. The setting (as you know) is about gun-toting paladins upholding The Faith, maintaining order, and meting out justice in a hard world run through with sin (both mundane and superhantural). The play procedures and GMing agenda are about escalating that conflict continuously through the course of play. Find out the degree of your emotional investment (in various things), find out the limits of your faith/mettle/mortality, and fend off your own weakness (if you can). Your social dice pool are your ammo and HPs (effectively). When you can't See your opponent's Raise, you either escalate things from social to blows or you give up something you may not want to give up (but you've got to prioritize it versus the alternative...eg, slugging your nephew for drinking and disturbing the peace and earning the ire of your brother).




Each of those systems have a fair bit of nuance from one another (except C+ and 4e which have a lot of overlap mechanically, aesthetically, and agenda-wise) but they all push play in a direction that comports to their system goals and integrates with relevant system machinery (save the 4e combat:noncombat toggle).

This is, of course, assuming deft GMing and sincere players.
 

I'm not sure if I quite buy into the premise. When I play an RPG, the only game I'm playing is "What would my character do in this situation?"

Everything else is bookkeeping.
 

I'm not sure if I quite buy into the premise. When I play an RPG, the only game I'm playing is "What would my character do in this situation?"

When you play an RPG, the very definition you are using for play implies that when you play an RPG you are not usually the GM. As someone who on the other hand is usually the GM, my definition of playing the game isn't confined to, "What would the NPC do in this situation?" by necessity.

My premise really had nothing to do with how you approach the game, or what is often called a player's "stance". In the case of your approach, "what would my character do in this situation?", that's what is often called "actor stance". A slightly different approach might be, "What can I do with the character to achieve my goals?", which is often called, "pawn stance".

But regardless of the player's mental model for play that governs which proposition's he makes, the premise of my essay is that the player's propositions are resolved using a variety of often disparate game systems with the referee selects from based on the nature of the proposition and through which the proposition is resolved and the referee responds to a proposition. Each of these different subsystems represents its own game which can be played independently of all the other ones, but which is unified with all the other subsystems through the game's fiction.

So for example, you might encounter an Ogre. The Ogre demands a bribe to allow the party to pass unmolested - perhaps he wants to eat the parties mule. This could trigger a negotiation minigame where the party members negotiate the terms of the bribe, or attempt to convince the Ogre that the mule is too tough to be good eating, or that they are such fearsome warriors that the Ogre better just clear out. This game might traditionally, for example, be played as a free form theater game with the GM eventually deciding whether the player's arguments are convincing. Or at a different table or with different rules, it might be played out as a form of social combat or a skill challenge.

Eventually, the Ogre may become outraged or the player's tire of negotiations, and the DM may declare, "Roll for initiative." This declaration triggers the start of a completely new mini-game. The DM may get out a battlemap; the player's may get out miniatures. And the battle will now be tracked carefully from combat round to combat round according to the rules governing combat. When the battle is over, the minatures might be put a way, the careful tracking of seconds of time dispensed with, and a new scale of time tracking entered into as the players search the body of the ogre and the room for loot.
 

When you play an RPG, the very definition you are using for play implies that when you play an RPG you are not usually the GM. As someone who on the other hand is usually the GM, my definition of playing the game isn't confined to, "What would the NPC do in this situation?" by necessity.
The GM does not play the game, because the GM is not a player. The GM is the GM. The GM administrates the game. Only a fraction of the GM's task involves Role-Playing the part of NPCs.

My premise really had nothing to do with how you approach the game, or what is often called a player's "stance". In the case of your approach, "what would my character do in this situation?", that's what is often called "actor stance". A slightly different approach might be, "What can I do with the character to achieve my goals?", which is often called, "pawn stance".
If you have goals in the game that are different from what your character is thinking, then you are not Role-Playing. By definition, Role-Playing is the act of making decisions as your character would. If you think of your character as a pawn, rather than as a person with an independent set of beliefs and values, then you are not Role-Playing. You might as well be playing Monopoly at that point.

Granted, depending on the ruleset, it's entirely possible to enjoy a game as (for example) a tactics-based miniatures combat game. Once you do that, though, you aren't playing the Role-Playing Game anymore. If you want to argue that many so-called games are actually hybrid games with Role-Playing, Story-Telling, and Miniatures-Tactics elements - that the Role-Playing stops once the combat mat comes out - then that's certainly an argument you can make.

Personally, I would not make that argument. I believe that it's entirely possible to keep on Role-Playing once the grid comes out. And I'm pretty sure that the 4E crowd will back me up on that point.

But regardless of the player's mental model for play that governs which proposition's he makes, the premise of my essay is that the player's propositions are resolved using a variety of often disparate game systems with the referee selects from based on the nature of the proposition and through which the proposition is resolved and the referee responds to a proposition. Each of these different subsystems represents its own game which can be played independently of all the other ones, but which is unified with all the other subsystems through the game's fiction.
No, because regardless of the specifics of which dice and mechanics are involved in what combination, the question put forth to the player is always the same one: What would your character do in this situation, based on what they know and what they believe?

The different mechanical modes that you refer to, depending on how they interact, will change the reality that the character understands - whether they think they can talk their way past a guard, or whether feinting left would be a meaningful maneuver during a fight - but that just changes the input that the player has to evaluate on behalf of their character. The actual game itself - deciding what the character does, based on information it believes - remains unchanged.
 

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