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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: 9514766" data-attributes="member: 42582"><p>Interesting.</p><p></p><p>The whole language of "pushing boundaries", and the notion of the GM as a controlling force who might "let them get away with" stuff reminds me of <a href="http://www.indie-rpgs.com/articles/10/" target="_blank">this</a>:</p><p></p><p style="margin-left: 20px">The key assumption throughout all these games is that if a gaming experience is to be intelligent (and all Fantasy Heartbreakers make this claim), then the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy.".</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. . . . The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all . . .</p><p></p><p>It's that last sentence in particular that I'm reminded of: the notion is of a player who is approaching the game without any apparent care for the shared fiction <em>as a fiction</em>.</p><p></p><p>A bit like [USER=6925338]@soviet[/USER], this isn't really a thing I encounter with the people I play RPGs with.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9514766, member: 42582"] Interesting. The whole language of "pushing boundaries", and the notion of the GM as a controlling force who might "let them get away with" stuff reminds me of [url=http://www.indie-rpgs.com/articles/10/]this[/url]: [indent]The key assumption throughout all these games is that if a gaming experience is to be intelligent (and all Fantasy Heartbreakers make this claim), then the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy.". It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. . . . The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all . . .[/indent] It's that last sentence in particular that I'm reminded of: the notion is of a player who is approaching the game without any apparent care for the shared fiction [I]as a fiction[/I]. A bit like [USER=6925338]@soviet[/USER], this isn't really a thing I encounter with the people I play RPGs with. [/QUOTE]
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