@clearstream
@Crimson Longinus
@FrogReaver
I don't ever recall playing or GMing a RPG where a player
declares an action for their PC but is disinterested in the success of that action declaration, and has no desire as to
what happens next in the fiction beyond rolling dice to see what answer (if any) the mechanics yield.
For me any dissent is only around how strongly one reads Baker's thesis.
He wrote that
When you're roleplaying, what you're doing is a) suggesting things that might be true in the game and then b) negotiating with the other participants to determine whether they're actually true or not.
But when I examine the
Old School Essentials Dolmenwood actual play (linked is episode 1) I observe that considerable time at the table is spent saying what is true
without negotiation. One could exclude such moments from "roleplaying" so that we are "roleplaying" only at moments we are doing a) and b). I think there are numerous obvious problems with that line of reasoning.
Baker also wrote that
Mechanics might model the stuff of the game world, that's another topic, but they don't exist to do so. They exist to ease and constrain real-world social negotiation between the players at the table. That's their sole and crucial function.
Yet mechanics are
also crafted to offer satisfying game play, and they very much
can exist for that purpose, or for the purpose of modelling the game world.
Some mechanics do indeed exist to ease and constrain social negotiation between players at the table: that's the sole and crucial function of
those mechanics.
I read Baker as describing something of crucial important to roleplaying, but I do not interpret him to be saying that roleplaying is
only doing a) and b). Rather he is calling attention to the centrality and criticality of a) and b). In part, I base that on interpreting his three cases for
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush?
to imply that he is well aware that roleplaying isn't
solely negotiation: it does not occur in
every moment of play, but only in some moments of play. His first case - "sometimes not much at all" - exemplifies reliance on pre-agreements (making the "right participant", right). There's no in the moment negotiation in that case. I haven't timed it, but I would guess the majority of moments in OSE Dolmenwood to be play of that ilk.
One reason I mention Dolmenwood is because I feel like the
assumption of negotiation in every moment itself serves an important purpose in some modes of play. The pre-agreement is that the fiction is
up for negotiation in every moment... an impactful baselining of norms for play. OSE exemplifies another mode, where pre-agreements are more like those delivering Bakers first case, i.e. that there is an undisputed "right" in play. I count this roleplaying no less than the other.