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lowkey13
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Firstly, the article is behind a download 'pay what you want' wall. That's bordering on commercial, since you didn't lay out the core of the argument.This is especially true in the "lyric game" circles I hang around, on Twitter and itch.io. Jay Dragon's done a good job of trying to lay out the many clashing definitions of "system" in the "System Matters" vs "System Doesn't Really Matter" debate.
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Ritual Almanac 1: Beginnings by Possum Creek Games, Jay Dragon
The January 2020 collection of thoughts around lyric RPGs.possumcreek.itch.io
This essay in Ritual Almanac 1 really helps to defuse the problems that rise when people try to talk about "System Matters" - because the truth is that people are usually using very different definitions of "system" as Jay points out. I really like this analysis because it reminds me that my "system" is not necessarily someone else's definition. Sometimes there is a lot of invisible play culture at the table that gets assumed, and if you count that as part of "system" then of course it matters...
Do you need to be asked to expound upon your preferred ludology? Very well, I would appreciate it if you would please give a quick overview of the Meilahti approach to game theory.I always reference the Meilahti approach; for whatever reason, you have not chosen to ask me about it.
This site has a quick rundown of a few of them:
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Role-playing game theory - Wikiwand
Role-playing game theory is the study of role-playing games (RPGs) as a social or artistic phenomenon, also known as ludology. RPG theories seek to understand w...www.wikiwand.com
Interesting. How does this handle games where this core statement isn't true, though? Take a game of Blades in the Dark -- if there's a disagreement about what the surroundings are like, or what has happened, that's not always a GM call. If it's a matter of scene framing, it is, mostly, the GM's call, so long as is doesn't violate the player decided inputs. If it's about what happened, that's not the GM's call at all -- it's the mechanics. If the mechanics say the player succeeded in what happened, then the GM is constrained to that truth, no matter what they may want or care to make it.If you had to nutshell it without using fancy jargon, you'd say that it is an approach that concentrates on the social aspects of RPGs, with by examining them in a descriptive way.
If you're curious, you can read it. For purposes of most discussion, although it has been elaborated upon, I think the original pull quote that is helpful in understanding the various roles is this-
"If there is disagreement, on for example what the surroundings are like, or what exactly has happened, it is the gamemaster who negotiates and in the end decides, what is true. The role-playing game can be seen as series of incidents that the participants use as a basis for their individual narrative readings. If and when conflicts in these readings are expressed, the gamemaster defines what is true."
I think an example is in order. Let's take a moment from a Blades game.That goes to the first part- "If there is disagreement{.}" I think it is helpful to think about the ways in which a game might constrain GM authority, and the ways in which that constraint might be real (or imaginary).
Theoretically, given that the examples (before being elaborated on in later years) came from LARPing, one could state that there would be an (implicit, unacknowledged) switch in roles at that time, as is explicit in other games.
But IMO, the preferred way to look at it is that there is no disagreement. The negotiated roles (both written and social) in any game allow for certain parts of fiction to be authored by the different participants, and the only issue is what happens when there is a disagreement between participants.
It's contentious because it's a form of gentrification (not the urban kind, the other kind).I thought I'd create a thread based explaining why this happens, and why RPG Theory and Criticism can be so very hard and contentious.