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<blockquote data-quote="clearstream" data-source="post: 9246670" data-attributes="member: 71699"><p>To try to simplify,</p><p></p><p style="margin-left: 20px">RE says that when playing a game what matters most ought to be settled by play (leading to the catchcry, play to find out what happens)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">RE says that what matters most, is P (protagonists resolve premises relating to problematic features of human existence)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Therefore, says RE, P ought to be settled by game play</p> <p style="margin-left: 20px"></p><p>From there</p><p></p><p style="margin-left: 20px">I say that when playing a game what matters most ought to be settled by play. (Agreement with RE.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">I am agnostic on what matters most: I call whatever matters most to you, L ("ludically-crux"... it's what you want to play to find out.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Therefore, say I, L ought to be settled by game play.</p><p></p><p>VB in DitV says that what matters most <em>isn't</em> setting details - actively disclose them (i.e. don't subject them to game play.) Very well, I say, we apply the rule that whatever doesn't matter most is a good candidate for <em>not</em> subjecting to game play. Additionally, I do not suppose this to be all or nothing. To provide a somewhat contrasting example</p><p></p><p style="margin-left: 20px">To Lucy, being told a story by Samantha (her GM) is what matters most. She most wants to be told a story. Being told a story isn't playing a game. However, Lucy wants to do some work to get the story (i.e. she desires ergodic literature.) The kind of work is a sort of guessing game with Samantha, punctuated by overcoming some strategic challenges to reach the next clue. When playing a game, what matters most to Lucy is L (guessing and overcoming strategic challenges.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Therefore, for Lucy, L is what ought to be settled in game play. Otherwise we lack explanation as to why Lucy is playing a game, rather than sitting down and listening to Samantha's story.</p> <p style="margin-left: 20px"></p><p>In closing, I assume that only players, play. That itself may want challenging. In any event, I say that the "neotrad" project is: submit more of what matters most to game play. This contrasts with [USER=6696971]@Manbearcat[/USER], who I read to put in place permanent obstacles to such a project. One could reconcile metaplot with my view by presupposing that it's not ludically-crux. Counting it instead among narrative not submitted to game play that serves the purpose of framing and seeding the game play. In this way, no different from text adhering to the roles listed for The Between.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9246670, member: 71699"] To try to simplify, [INDENT]RE says that when playing a game what matters most ought to be settled by play (leading to the catchcry, play to find out what happens)[/INDENT] [INDENT][/INDENT] [INDENT]RE says that what matters most, is P (protagonists resolve premises relating to problematic features of human existence)[/INDENT] [INDENT][/INDENT] [INDENT]Therefore, says RE, P ought to be settled by game play[/INDENT] [INDENT][/INDENT] From there [INDENT]I say that when playing a game what matters most ought to be settled by play. (Agreement with RE.)[/INDENT] [INDENT][/INDENT] [INDENT]I am agnostic on what matters most: I call whatever matters most to you, L ("ludically-crux"... it's what you want to play to find out.)[/INDENT] [INDENT][/INDENT] [INDENT]Therefore, say I, L ought to be settled by game play.[/INDENT] VB in DitV says that what matters most [I]isn't[/I] setting details - actively disclose them (i.e. don't subject them to game play.) Very well, I say, we apply the rule that whatever doesn't matter most is a good candidate for [I]not[/I] subjecting to game play. Additionally, I do not suppose this to be all or nothing. To provide a somewhat contrasting example [INDENT]To Lucy, being told a story by Samantha (her GM) is what matters most. She most wants to be told a story. Being told a story isn't playing a game. However, Lucy wants to do some work to get the story (i.e. she desires ergodic literature.) The kind of work is a sort of guessing game with Samantha, punctuated by overcoming some strategic challenges to reach the next clue. When playing a game, what matters most to Lucy is L (guessing and overcoming strategic challenges.)[/INDENT] [INDENT][/INDENT] [INDENT]Therefore, for Lucy, L is what ought to be settled in game play. Otherwise we lack explanation as to why Lucy is playing a game, rather than sitting down and listening to Samantha's story.[/INDENT] [INDENT][/INDENT] In closing, I assume that only players, play. That itself may want challenging. In any event, I say that the "neotrad" project is: submit more of what matters most to game play. This contrasts with [USER=6696971]@Manbearcat[/USER], who I read to put in place permanent obstacles to such a project. One could reconcile metaplot with my view by presupposing that it's not ludically-crux. Counting it instead among narrative not submitted to game play that serves the purpose of framing and seeding the game play. In this way, no different from text adhering to the roles listed for The Between. [/QUOTE]
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