Which is to say that when it comes to ongoing authorship of common fiction, through a continuous process of drafting and revising, that all participate in, within a scaffolding of regulatory and constitutive rules that have a linkage from fictional position (and thus the fiction) to the regulatory and constitutive rules, it is possible to describe technical features and say something useful about their probable results on play.
I'm not sure I have a clear grasp of what is meant by "a scaffolding of regulatory and constitutive rules that have a linkage from fictional position (and thus the fiction) to the regulatory and constitutive rules". Does this mean the same as "a scaffold of regulatory and constitutive rules that are linked to the fiction, including by taking fictional position as input"?
IF so, then I think I've said much the same, maybe in this thread and also in the "theory thread" thread:
the key proposition: at the heart of RPGing is shared imagination. Imaginary people do imagined things in imagined places.
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The main difference between the participant roles is how they contribute to the fiction and how they engage with the fiction. The players "insert" themselves into the fiction by way of imagined persons who are at the centre of the shared fiction, in the sense that most of the shared fiction is concerned with the events involving and surrounding these imaginary people. The players contribute to the fiction first-and-foremost by saying what it is that their characters do.
The players can only perform that function if there is some context in which their characters act: an imagined situation in which those character find themselves. The GM's principal job is to provide that context.
Different RPGs set different rules for what the players are allowed to tell us about their characters; and for what the GM is allowed to tell us about the situation/context.
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Moving on: suppose the GM provides a context, and a player says "Cool, I do [= my character will attempt to do] such-and-such". The next step is to work out what happens in the fiction. How does the shared imaginary stuff change? Up to that moment, everyone was imaging one thing - some combination of what the GM said about the situation, and what the player said about their character. What do they have to imagine now?
This is where action resolution comes in. The variety here is at least as much as the variety in rules about establishing characters and establishing contexts.
games as artifacts are tools. As they are grasped by players – tool users – they fabricate mechanisms comprising some number of parts, that produce play phenomena. To say that a thing is a tool is to say that there is a tool-user who knows the use of that tool and will use that tool, and to imply a purpose that is not solely the wielding, but the product of the wielding. It is to suppose an ability to obey and to interpret a proper use, without ruling out improper use. Two tool-users may disagree on how to wield a tool – one may be unaware of a use known by the other and they may differ in purpose – while being satisfied to agree upon the familial identity of that tool. The function of a tool is contingent on how a tool-user uses that tool.
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it is possible to describe technical features and say something useful about their probable results on play. However, it is the purposes of the participants that are decisive: player purposes provide the lenses for evaluating, choosing and wielding the tools, appreciating the fabricated mechanism, and determining in which ways it is satisfactory.
I personally don't think we need to take up controversial positions pertaining to the metaphysics of artefacts and the metaphysics of tools in order to successfully analyse RPGing.
For instance, a RPG ruleset is an abstract object. But it is at least arguable that tools are concrete things. Certainly the most paradigmatic tools and other artefacts (hammers, knives, chairs, computers, etc) are concrete things.
It is probably more consistent with the standard approaches to rules and conventions - and also with the Lumpley principle - to say that the rules of a RPG are constituted (in part at least) by the purposes of those whose play is guided by them, and hence that it is not a case of a common tool being wielded differently (which makes sense for concrete things which are literally
wielded) but rather of different practices yielding different games.
Thus when we talk about, say, both
@Manbearcat and I playing 4e D&D, what we are really referring to is similarity classes of games rather than literally the same game. But because we can talk reasonably useful about those similarity classes, as I said I don't think we really need to settle these issues to analyse RPGing.
RE's Forge thinking perhaps rests heavily upon observing a set of norms for purposes of play, and from that advancing arguments as to what technical features serve those purposes. Here, the differences that I am ascribing technical features make an essentially similar claim, only possibly less rigid.
Well unsurprisingly I think that Ron Edwards is pretty consistent with what I'm saying (given how much I've learned from reading him).
I'm not really able to assess your comparison of rigidity: Edwards obviously has many many forum posts, blogs etc actually outlining practical techniques for RPGing, which give me a sense of how flexible his thinking is. I don't think I've ready many of your posts of this sort.