Crimson Longinus
Legend
Because it refutes the assertion that the only way to have an answer is for someone to have already thought it up.
Prime numbers, in fact, are "pre-established" in the real world.
Because it refutes the assertion that the only way to have an answer is for someone to have already thought it up.
Yes, like for example a person could be killed and their body dumped somewhere.....and years later someone will stumble onto the body and "solve" the murder. And that person did not even know about the murder, they just stumbled in to it. And you can do the same thing in a RPG, where the characters just do random stuff and stumble upon a solution.As I've posted several times now, things can be solved without being pre-authored, or known to anyone in advance of the solution. Mathematics provides the best-known example.
Except logic and common sense....Guys, I'm not suggesting that you should lie to your players.
I'm saying that, when there is true situational play, there is no verifiable quality in that kind of play that would let them distinguish between a prewritten backstory or a secretly procedurally generated backstory. The nature of that kind of asymmetrical knowledge guarantees it.
In a RPG this answer is Yes.Because it refutes the assertion that the only way to have an answer is for someone to have already thought it up.
But I believe (though it has been awhile, so who knows) that this tangent started when it was pointed out that there is a trade-off. This is how these threads always go. A narrativist tells that their way of doing things is better. Someone points out that sure, you could do it that way, but then you lose X. And then the narrativist for some reason cannot accept this, they argue for dozens of pages how X isn't real or whatever, instead of just saying "Sure, but I don't really care about X that much, so I prefer this method."
However, the style of RPG play you prefer has many qualities of the latter.
Indeed, such as "words mean things." People are are not having your usual semantic obscurantism.
The language of calling it objective and real is not meant as an assault on other approaches. The point of taking this approach is you want to have players who really feel like they are solving a real mystery.
I think this is at the heart of a lot of the problems we have communicating in these threads. Which is some of us use much different language and even have a completely different way of how we would describe the process of a game working.
No, it was not about talk of a trade off that started this tangent. It was the use of “real” to privilege one sort of game.
We could perhaps talk about what the pros and cons of each approach are… but if we can’t get past this idea that one is real and one is not, it may be difficult to get there.
Shared-storytelling? I mean, I’m not always crazy about using that term for an RPG as opposed to some subset of RPGs that would include a game like Fiasco or Microscope.
But the idea that the games you call narrative are more about shared storytelling than trad games are is pretty silly.
Calling your make believe real and others not real is pretty semantic, no?
I mean, I just watched my son playing Fortnite and he broke into a vault with a ton of riches in it. He did it using explosives and a laser cutter.
If some other videogame worked that he had to solve some mini-game puzzle to break into the lock, I’d be silly to describe the Fortnite method as real, wouldn’t I?
Neither is actually breaking into a vault. One may appear to have a more one to one sense of causality to it… but that doesn’t make it real. Thinking it does is… like I said way back in the thread… mistaking the illusion of cause and effect for actual cause and effect.
So this goes back to what I've said about simple vs complex games.
The Goal of your game is often a single thing, like a single adventure, and you will play the game until the end of the adventure and then stop playing the game. And quite often then play another game and quite often rotate DMs.
My game has no such goal, we plan to play "nearly forever" or at least a couple YEARS. YEARS. My record is 11, but most of my games are in the 3-5 year range.
Nawp! You imagine them through your assumptions, which generally are wrong.
Guys, I'm not suggesting that you should lie to your players.
I'm saying that, when there is true situational play, there is no verifiable quality in that kind of play that would let them distinguish between a prewritten backstory or a secretly procedurally generated backstory. The nature of that kind of asymmetrical knowledge guarantees it.
Yeah, agreed.
This was a failed thought experiment that threw most people off. My bad for introducing it!
It was meant to show that a "pre-written backstory" only gets made real through, unsurprisingly, the Lumpley Principle.
The GM pronounces it as real, the players accept it as real. That's it.
But it...itself, somehow real because its written down? Nah!
That "realness" was the trade off. And it was a neutral but accurate description you for some reason took offence to.
Indeed.
Not to me, and not in my experience. The Blades game I play in definitely has more "writers' room" happening than my D&D. It is low myth and invites participants to fill in the details.
No. And it is not "make believe" that is real, it is the mystery that is real.
Real what?
A real mystery is not illusory. The events are not real, the information is real, there can be real deduction. Like I've been playing this Sherlock Holmes game on computer with my partner. They're real mysteries in a sense that there is an objectively correct answer and there are clues based on which it can be concluded. So fictional events, real mystery. This cannot be this hard!
I still haven't seen you caution Pemerton to pause and consider, even though he and Bloodtide have something in common with their posts. Why the double standard?Like I said… cool. It just seemed to me like something that would maybe give you a moment’s pause to consider.
You seem good with it, though, so no worries!
Really? Does everyone agree with Plato on that?Prime numbers, in fact, are "pre-established" in the real world.
So you don’t think there could be players who find a game like The Between to feel like solving a mystery? That no matter what, if they instead played GURPS, they’d find GURPS to feel more real?
Because “feeling real” is subjective.
Obviously.If you play the first, that doesn’t make the dungeon real.
It’s not hard to understand your point.
It’s that your point is wrong.
A real mystery would be a mystery in the real world.
A fictional mystery is absolutely illusory. There is no real mystery because there is no real Mr. Body and no real Billiard Room and no real Colonel Mustard.