Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 8533294" data-attributes="member: 71699"><p>One question to think about is - which is the larger, the player-character, or the game-world?</p><p></p><p></p><p>My thought was to ensure I could construct how a certain view emerges from the theory. What I probably have (related to my OP) is this</p><p></p><p><strong>5e* (fiction-first)</strong></p><ol> <li data-xf-list-type="ol">interpret "<em>narrates</em>" as "<em>say something meaningful</em>"</li> <li data-xf-list-type="ol">understand "<em>narrates the results</em>" is an imperative regulatory rule: it signals a shift or arrow to fiction</li> <li data-xf-list-type="ol">narrating the results secures that the basic pattern begins and ends in the fiction (F > S > F)</li> <li data-xf-list-type="ol">saying something meaningful is a guarantee: players can respond to what DM says as if it is meaningful (finding meaning later)</li> <li data-xf-list-type="ol">the imperative to say something meaningful encourages a DM to ensure there's something meaningful to say</li> <li data-xf-list-type="ol">follow the rule on DMG 237, knowing that the implied principle influences everything (read everything in its light)</li> <li data-xf-list-type="ol">most often, what will turn out to be meaningful will have consequences that matter to fictional positioning - the set of valid gameplay options available to player at this moment of play</li> </ol><p><strong>5e! (fiction-first + story-now)</strong></p><ol> <li data-xf-list-type="ol">5e* +</li> <li data-xf-list-type="ol">give emphasis to the rules for Inspiration in PHB Chapter 4, and related guidance in DMG 240/241</li> </ol><p>As others have observed (in other forums) it's possible to get to fiction-first + story-now from non-committal games like 5e, but it's not possible to get to a non-committal game from a fiction-first + story-now game. That's because in the end the heavy lifting is done by the <em>principles</em>, not the mechanics, and fiction-first + story-now games set their principles out explicitly in their texts.</p><p></p><p>To notice the regress here,</p><ol> <li data-xf-list-type="ol">if system (including but not limited to 'the rules') is the means by which people agree about what happens in play,</li> <li data-xf-list-type="ol">then what enables people to agree to use the particular system?</li> <li data-xf-list-type="ol">we must include the means by which people agree to use the particular system, in the particular system</li> </ol><p>But the means in that case cannot be a rule written up in the particular system text, implying that we can't escape leaning on exogenous rules even if we set out to do so. Recall that games are a voluntary activity. That has been fairly well accepted in game studies from at least the 1970s. Players agree upon grasping and upholding the rules in order to play the game. You can see the regress right there: players have to agree to the means by which they agree about what happens in play.</p><p></p><p>Some believe it's impossible to play 5e as DW. On superficialities I agree. As to the mode(s) of play though, I disagree. One can play 5e* as a fiction-first + story-now game. Given the precise constructs and wordings of 5e, I'd be unsurprised if the designers didn't consciously afford that. Either way, it's inspiring.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8533294, member: 71699"] One question to think about is - which is the larger, the player-character, or the game-world? My thought was to ensure I could construct how a certain view emerges from the theory. What I probably have (related to my OP) is this [B]5e* (fiction-first)[/B] [LIST=1] [*]interpret "[I]narrates[/I]" as "[I]say something meaningful[/I]" [*]understand "[I]narrates the results[/I]" is an imperative regulatory rule: it signals a shift or arrow to fiction [*]narrating the results secures that the basic pattern begins and ends in the fiction (F > S > F) [*]saying something meaningful is a guarantee: players can respond to what DM says as if it is meaningful (finding meaning later) [*]the imperative to say something meaningful encourages a DM to ensure there's something meaningful to say [*]follow the rule on DMG 237, knowing that the implied principle influences everything (read everything in its light) [*]most often, what will turn out to be meaningful will have consequences that matter to fictional positioning - the set of valid gameplay options available to player at this moment of play [/LIST] [B]5e! (fiction-first + story-now)[/B] [LIST=1] [*]5e* + [*]give emphasis to the rules for Inspiration in PHB Chapter 4, and related guidance in DMG 240/241 [/LIST] As others have observed (in other forums) it's possible to get to fiction-first + story-now from non-committal games like 5e, but it's not possible to get to a non-committal game from a fiction-first + story-now game. That's because in the end the heavy lifting is done by the [I]principles[/I], not the mechanics, and fiction-first + story-now games set their principles out explicitly in their texts. To notice the regress here, [LIST=1] [*]if system (including but not limited to 'the rules') is the means by which people agree about what happens in play, [*]then what enables people to agree to use the particular system? [*]we must include the means by which people agree to use the particular system, in the particular system [/LIST] But the means in that case cannot be a rule written up in the particular system text, implying that we can't escape leaning on exogenous rules even if we set out to do so. Recall that games are a voluntary activity. That has been fairly well accepted in game studies from at least the 1970s. Players agree upon grasping and upholding the rules in order to play the game. You can see the regress right there: players have to agree to the means by which they agree about what happens in play. Some believe it's impossible to play 5e as DW. On superficialities I agree. As to the mode(s) of play though, I disagree. One can play 5e* as a fiction-first + story-now game. Given the precise constructs and wordings of 5e, I'd be unsurprised if the designers didn't consciously afford that. Either way, it's inspiring. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
Top