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<blockquote data-quote="clearstream" data-source="post: 8520114" data-attributes="member: 71699"><p>I don't want to force a conclusion on anyone. I find the parallel wording inspiring, due to both subtle differences and overt similarities.</p><p></p><p>5th edition PHB 181 (2014)</p><p>"1. The DM describes the environment</p><p>2. The players describe what they want to do.</p><p>3. <strong>The DM narrates the results</strong> of their actions."</p><p></p><p>DW guide pdf version 1.2 (2012 so far as I can find)</p><p>"1. The GM gives the setup of a threat, but not the conclusion.</p><p>2. The player responds and probably rolls some dice.</p><p>3. <strong>The GM narrates the results</strong>, based on the player's roll."</p><p></p><p></p><p>I'm writing a separate piece - a taxonomy of parts of an RPG text, with a discussion of where and how they are used. In it, I argue that rules of the sort we see here are regulatory (permissive, generally, but sometimes restrictive). To say that they are regulatory is to say that there is an antecedent activity that can happen even in the absence of the rule.</p><p></p><p>The antecedent activity is roleplay. Some might say that what finally settles how a group roleplay is a text that has an objectively true meaning. I do not believe that. "<em>Any given rule is constructed between the text of the rules and the players and the text of their game.</em>" The final and authoritative act of design is at the table.</p><p></p><p></p><p>5e* makes that word "<em>narrates</em>" magical. It encourages DM to say something meaningful. It grasps the rule as regulatory, signaling a shift or arrow from system to fiction. One subtext is that a fiction-first version of D&D is alive in the 5e text. Particularly inhabiting rules such as DMG 237.</p><p></p><p>Once I understand these rules as regulatory, and take a non-formalist view of rule-following, then I can set aside assumptions about what each game must be, and look at what is constructed at the table through interpreting the text in the light of broader standards. It's consistent with that to accept that for another interpreter, it might be genuinely impossible to see the text in the same way.</p><p></p><p></p><p>5e is rather unclear. That's a flaw and a virtue. In its ambiguities there is plenty of scope to assume a traditional style of play. For those that do, then their game is dissimilar from DW as you say.</p><p></p><p></p><p>[PLEASE NOTE EDITS]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8520114, member: 71699"] I don't want to force a conclusion on anyone. I find the parallel wording inspiring, due to both subtle differences and overt similarities. 5th edition PHB 181 (2014) "1. The DM describes the environment 2. The players describe what they want to do. 3. [B]The DM narrates the results[/B] of their actions." DW guide pdf version 1.2 (2012 so far as I can find) "1. The GM gives the setup of a threat, but not the conclusion. 2. The player responds and probably rolls some dice. 3. [B]The GM narrates the results[/B], based on the player's roll." I'm writing a separate piece - a taxonomy of parts of an RPG text, with a discussion of where and how they are used. In it, I argue that rules of the sort we see here are regulatory (permissive, generally, but sometimes restrictive). To say that they are regulatory is to say that there is an antecedent activity that can happen even in the absence of the rule. The antecedent activity is roleplay. Some might say that what finally settles how a group roleplay is a text that has an objectively true meaning. I do not believe that. "[I]Any given rule is constructed between the text of the rules and the players and the text of their game.[/I]" The final and authoritative act of design is at the table. 5e* makes that word "[I]narrates[/I]" magical. It encourages DM to say something meaningful. It grasps the rule as regulatory, signaling a shift or arrow from system to fiction. One subtext is that a fiction-first version of D&D is alive in the 5e text. Particularly inhabiting rules such as DMG 237. Once I understand these rules as regulatory, and take a non-formalist view of rule-following, then I can set aside assumptions about what each game must be, and look at what is constructed at the table through interpreting the text in the light of broader standards. It's consistent with that to accept that for another interpreter, it might be genuinely impossible to see the text in the same way. 5e is rather unclear. That's a flaw and a virtue. In its ambiguities there is plenty of scope to assume a traditional style of play. For those that do, then their game is dissimilar from DW as you say. [PLEASE NOTE EDITS] [/QUOTE]
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