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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7559759" data-attributes="member: 6931283"><p>By definition RPGs are Games, LOL. And all games produce narratives by virtue of changing states. Simulationism comes in due to the open-ended nature of potential RPG narratives as well as providing immersion to players. If a cut with a non-magical knife makes that enemy bandit EXPLODE, it'd be nonsensical and players would probably be turned off, left scratching their heads. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Other than that, this is a black-and-white view you are presenting. First of all, you're acknowledging RPGs as games in the last clause. Secondly, if RPGs were just narratives, having no player agency at all would be no problem. People have enjoyed story-telling in various forms without having any control over narrative at all for millenia. The ability to impact the story comes in exactly because it's a game and you want to influence the course of the game as a participant. </p><p></p><p>And commonly, in traditional RPGs, players do have some hand in the outcome of an adventure. Perhaps not as much as proponents of more narrative games fancy but that's largely a matter of taste. The equation "more player agency = more fun" is not universally true.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7559759, member: 6931283"] By definition RPGs are Games, LOL. And all games produce narratives by virtue of changing states. Simulationism comes in due to the open-ended nature of potential RPG narratives as well as providing immersion to players. If a cut with a non-magical knife makes that enemy bandit EXPLODE, it'd be nonsensical and players would probably be turned off, left scratching their heads. :D Other than that, this is a black-and-white view you are presenting. First of all, you're acknowledging RPGs as games in the last clause. Secondly, if RPGs were just narratives, having no player agency at all would be no problem. People have enjoyed story-telling in various forms without having any control over narrative at all for millenia. The ability to impact the story comes in exactly because it's a game and you want to influence the course of the game as a participant. And commonly, in traditional RPGs, players do have some hand in the outcome of an adventure. Perhaps not as much as proponents of more narrative games fancy but that's largely a matter of taste. The equation "more player agency = more fun" is not universally true. [/QUOTE]
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