Do unicorns exist? Well, in the fictional works of D&D they exist.Does Narnia exist? In the fictional works of C.S. Lewis it exists.
Thus have I proven that unicorns are real!
Wait . . . something might have gone wrong . . .
Do unicorns exist? Well, in the fictional works of D&D they exist.Does Narnia exist? In the fictional works of C.S. Lewis it exists.
If only philosophers and logicians had thought about this stuff . . .Does Pegasus have feathers?
If you answer "no, because Pegasus isn't real", I'm fairly sure most people would see that as a severely and unnecessary pedantic answer. Yet by your argument here it is always 100% objectively wrong to say "Pegasus has feathers."
This claim is highly contentious. And in my view is doubtful, at least until you explain those senses."Exist" can have different meanings in different senses.
There is literature on this: see eg Russell's Inquiry into Meaning and Truth, or Nelson Goodman's work - and also Dummett's criticism of their approach to the nature of redness (he thinks they have been fallen into a fallacy about the nature of properties, and the predicates that convey them, by focusing on a colour like red rather than a shape like square)."The Chronicles of Narnia" exist as a book series in our universe, as material objects we can interact with. "Narnia" does not (much to my chagrin) exist as a material location we could interact with. "Narnia" exists as a parallel world to that of Digory Kirke, Polly, the Pevensie children, etc.
But we can make similar statements about all sorts of things. Does the law of non-contradiction exist as a material object we could interact with? I don't think anyone here would say it does. And yet I don't think anyone here would argue that that means it absolutely does not, in any conceivable way, exist at all whatsoever. Does "red" exist? Well, things that emit or reflect light of certain frequencies exist, but does red exist, itself? Not materially, not in absence of the aforementioned emission or reflection, but understood as an abstraction, a property shared by many objects, I don't think anyone here would argue that "red" does not at all exist in any way whatsoever. It just doesn't exist in the way my hands exist (setting aside extreme skepticism as G.E. Moore did).
The "facts" you are referring to are things that the GM imagines.I want there to be facts that can be discovered, not just an ever-growing body of fiction created by my own hands. I see a fundamental difference between myself creating fictional truths within a fictional space, and myself discovering truths and then piecing them together (by abductive, inductive, or deductive reasoning) to determine something that is true regardless of what I or anyone else think about the matter. The latter is, as far as I'm concerned, functionally equivalent to an IRL scientist investigating a question they find interesting, or a logician applying the rigorous and extremely strict rules of logic to process a given claim, or a mathematician proving a new statement solely on the basis of the rigid rules of arithmetic without inserting any new axioms or the like.
There is no process of abductive, deductive or inductive reasoning that can lead the players to the conclusion that Leclair is trapped between two planes of existence and can escape if a the gate is opened. There is no inductive reasoning possible about the supernatural, by definition (as Hobbes and Hume both pointed out).Here's just a few examples, from pp 6, 8, 18-19:
Horne starts talking in earnest . . . "Philip Leclair has vanished off the face of the Earth!" . . .
If the investigators go to the Chancellor's Theatre and approach Weiss directly, and enquire about Leclair, he will deny ever having met or seen the man. . . .
As the investigators open the cases . . . materialising in the air, is the apparition of a burning man!
This 'ghost' is Philip Leclair. . . . What actually happened to him is explained here - though the investigators will only discover most of this if Leclair emerges from tonight's performance alive. . . . Leclair was fascinated by the apparatus . . . [and] while he was examining the arch . . . he was overpowered by three cultists . . . [and] was placed within the gate apparatus as an offering . . . He is currently suspended in a state of limbo between two planes of existence.
Leclair's manifestation lasts around thirty seconds, during which time he attempts to warn the investigators and tell them what they must do. . . ". . . open the gate for pity's sake!! . . ."
The GM's job is to present this material to the players, when the fictional circumstances make it appropriate to do so. And the players are not reasoning from the tone of Horne's earnest talking (as a police investigator might) or from the smell of the flames of the ghost (as a chemist might); they are reasoning from what the GM says.
The players can't "discover* what has happened to Leclair except by declaring actions for their PCs that will then make it appropriate for the GM to tell them that stuff.
I am not going to try and explain BW-esque RPGing to you. I've already posted about it extensively in this thread, to no apparent avail. And I take it that you are not prepared to download and read the free PDF.I have never seen anyone here show me how the rules of Cthulhu Dark or Apocalypse World or anything else would prevent someone (player or GM) from creating new fiction that functionally invalidates old information by "revealing" that it was a false clue all along and the real situation was something else entirely.
I don't understand.I'm asking for there to be some answer to the core question of the mystery.
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But when it is perfectly consistent with both the rules and the fiction to say "aha! We thought the Countess was the murderer, but it was actually the butler all along!"—a thing others have definitely said in this thread, and IIRC you have as well—then I simply cannot see this as solving a mystery. It is, instead, collaborative rules-bound creation of a mystery story.
This is why it seems obvious to me that what is happening, in a RPG where (in the fiction) the PCs set about discovering those facts, is that the players set about trying to learn what the GM has imagined and/or written down.They are that.
They are not trying to learn what the GM has imagined or written down.This is why it seems obvious to me that what is happening, in a RPG where (in the fiction) the PCs set about discovering those facts, is that the players set about trying to learn what the GM has imagined and/or written down.
Well, I watch a mystery movie primarily to be entertained. And this is the same reason I have played traditional CoC-esque modules. Wondering whodunnit is part of the experience, but I don't regard it as an actual investigation.They are not trying to learn what the GM has imagined or written down.
They are trying to solve the mystery based on the clues they have uncovered, which should make sense in the fiction.
We do not say we are watching a mystery/thriller movie to learn what the script writer/director has imagined or written down.
(And in this very thread, we have @Bedrockgames and @Maperson saying that the GM making up security camera footage on the spot is consistent with the "objectivity" and "reality".)
This is why it seems obvious to me that what is happening, in a RPG where (in the fiction) the PCs set about discovering those facts, is that the players set about trying to learn what the GM has imagined and/or written down.
For instance, the players in a RPG don't encounter "clues" that point to a "fact". Rather, the GM tells them certain things, from which the players then draw inferences or make conjectures as to other things that the GM might tell them if they, the players, declare certain actions for their PCs.
This is also why I have responded to @EzekielRaiden's references to inductive reasoning by pointing out that the only inductive reasoning in play is inductive reasoning about the sorts of tropes and patterns the GM prefers. The players can't actually inspect the wires, search for wire-cutters, look through the burglar's credit card records to see if there was a recent visit to a hardware store, etc. Going back up to the main reason, all they can do is say certain things to the GM, which will then prompt the GM to say certain things back to them.
You could say that. It is somewhat reductive, but not wrong....
If I've understood you correctly, I think you're looking at this all incredibly wrong.A third reason, related to the second, is that by talking about that which the GM imagined or wrote down, we can also understand how reasoning and inference work in a mystery RPG. For instance, the players, thinking as their characters and immersed in the fiction, might ask "Did the lights go out because the burglar cut the wires?" But there is no actual causal explanation for the lights having gone out. There is only whatever the GM has imagined. And so inferences or conjectures like the one I've just suggested will be true if they correspond to the sorts of connections between fictional events that the GM has imagined. Eg, in this case, did the GM imagine the burglar cutting the wires with the result that the lights went out.
This is also why I have responded to @EzekielRaiden's references to inductive reasoning by pointing out that the only inductive reasoning in play is inductive reasoning about the sorts of tropes and patterns the GM prefers. The players can't actually inspect the wires, search for wire-cutters, look through the burglar's credit card records to see if there was a recent visit to a hardware store, etc. Going back up to the main reason, all they can do is say certain things to the GM, which will then prompt the GM to say certain things back to them.