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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="pemerton" data-source="post: 9509807" data-attributes="member: 42582"><p>I mean <em>opportunities for action</em>.</p><p></p><p>When I suffer something unwanted or unexpected, the externality of the world impinging on me is very clear.</p><p></p><p>When I, an embodied and sensory being, experience the world and consider how I will act within it, the externality is experienced quite differently - my sensation of the world and my will to act in it are tightly connected. This can be in actions as trivial as walking across a room, or as complex as going into my kitchen and baking a cake.</p><p></p><p>The contrast between "opportunity" and "consequence" as I'm describing them can be illustrated simply enough: I go to make a cake, and then discover the oven won't turn on - there's a power outage! Or I go to the cupboard to get my flour, and the jar is empty - someone (maybe even me, but I forgot) used the last of the flour and didn't buy some more!</p><p></p><p>In these illustrative examples, we can see how the world - initially experienced as "ready to hand" - suddenly impinges upon us in a distinctively external way, thwarting our actions.</p><p></p><p>These aspects of how we experience the world are reasonably widely discussed in philosophy of mind and action, in literary theory, etc. RPGing can also engage with them. [USER=205]@TwoSix[/USER] has done so, contrasting his role as player in treating the world as ready and hand and describing what his character does, and the GM's role in imposing external obstacles/frustrations so as to generate conflict.</p><p></p><p>Within the approach that TwoSix has presented, key issues of GM skill becomes <em>what</em> obstacles to impose, and <em>when</em>. Good GMing advice engages with these issues.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9509807, member: 42582"] I mean [I]opportunities for action[/I]. When I suffer something unwanted or unexpected, the externality of the world impinging on me is very clear. When I, an embodied and sensory being, experience the world and consider how I will act within it, the externality is experienced quite differently - my sensation of the world and my will to act in it are tightly connected. This can be in actions as trivial as walking across a room, or as complex as going into my kitchen and baking a cake. The contrast between "opportunity" and "consequence" as I'm describing them can be illustrated simply enough: I go to make a cake, and then discover the oven won't turn on - there's a power outage! Or I go to the cupboard to get my flour, and the jar is empty - someone (maybe even me, but I forgot) used the last of the flour and didn't buy some more! In these illustrative examples, we can see how the world - initially experienced as "ready to hand" - suddenly impinges upon us in a distinctively external way, thwarting our actions. These aspects of how we experience the world are reasonably widely discussed in philosophy of mind and action, in literary theory, etc. RPGing can also engage with them. [USER=205]@TwoSix[/USER] has done so, contrasting his role as player in treating the world as ready and hand and describing what his character does, and the GM's role in imposing external obstacles/frustrations so as to generate conflict. Within the approach that TwoSix has presented, key issues of GM skill becomes [I]what[/I] obstacles to impose, and [I]when[/I]. Good GMing advice engages with these issues. [/QUOTE]
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