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<blockquote data-quote="clearstream" data-source="post: 8532653" data-attributes="member: 71699"><p>One might construct it from the theory like this:</p><ol> <li data-xf-list-type="ol">shared imagined space (SIS) is the fictional content of play as it is established among participants through role-playing interactions</li> <li data-xf-list-type="ol">decisions (perhaps mediated by dice rolls) as to whose preferred imaginative content is introduced into the shared fiction</li> <li data-xf-list-type="ol">assume a list of preferred imaginative content to be introduced, selected from by a roll</li> <li data-xf-list-type="ol">if I (DM) control what's on that list, then there can be cases where the SIS isn't established among participants: any roll selects my preferred content (the only question is which)</li> </ol><p>So it's coherent and effective to have a mode that insists on all participants contributing to the list. There is no necessary objection to asymmetrical contributions (as to kinds, timings, and quantities), or even to other definitions and functions of things like system and roll, but there is a partial rejection of them in the approach (or maybe total, in intent.) One can notice that the designer is getting their say, in the list they make for their moves.</p><p></p><p>Story-now <em>additionally </em>wants dramatic development to have system counterparts. Given:</p><ol> <li data-xf-list-type="ol">system (including but not limited to 'the rules') is <strong>the means</strong> by which people agree about what happens in play</li> <li data-xf-list-type="ol">SIS is a possible world, and play is the process of adding elements to this possible world</li> </ol><p>Then it's right to say that DW has system counterparts of dramatic development. Characters have bonds. Those make a difference to what elements they prefer to add to the world, which if added pays XP. That would be incomplete, except that the game principles ensure that the benefits of leveling up will be wielded to pursue further dramatic development. (The LP makes it that anything leading to agreement about what happens in play, can be counted as system. Whatever one thinks of that, it still does plenty of useful work.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 8532653, member: 71699"] One might construct it from the theory like this: [LIST=1] [*]shared imagined space (SIS) is the fictional content of play as it is established among participants through role-playing interactions [*]decisions (perhaps mediated by dice rolls) as to whose preferred imaginative content is introduced into the shared fiction [*]assume a list of preferred imaginative content to be introduced, selected from by a roll [*]if I (DM) control what's on that list, then there can be cases where the SIS isn't established among participants: any roll selects my preferred content (the only question is which) [/LIST] So it's coherent and effective to have a mode that insists on all participants contributing to the list. There is no necessary objection to asymmetrical contributions (as to kinds, timings, and quantities), or even to other definitions and functions of things like system and roll, but there is a partial rejection of them in the approach (or maybe total, in intent.) One can notice that the designer is getting their say, in the list they make for their moves. Story-now [I]additionally [/I]wants dramatic development to have system counterparts. Given: [LIST=1] [*]system (including but not limited to 'the rules') is [B]the means[/B] by which people agree about what happens in play [*]SIS is a possible world, and play is the process of adding elements to this possible world [/LIST] Then it's right to say that DW has system counterparts of dramatic development. Characters have bonds. Those make a difference to what elements they prefer to add to the world, which if added pays XP. That would be incomplete, except that the game principles ensure that the benefits of leveling up will be wielded to pursue further dramatic development. (The LP makes it that anything leading to agreement about what happens in play, can be counted as system. Whatever one thinks of that, it still does plenty of useful work.) [/QUOTE]
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