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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8161722" data-attributes="member: 42582"><p>This is no different from <em>remembering where a tower is</em>, which leads me to finding the tower; or <em>looking out for my brother</em>, which leads me to notice him.</p><p></p><p>But <em>looking for for food</em> doesn't make there be rabbits around. Sometimes someone who is expert at looking for food nevertheless fails to find it simply because the rabbits are all somewhere else.</p><p></p><p>In this respect <em>rabbits</em> are no different from <em>Evard's tower</em> or <em>Rufus</em>.</p><p></p><p></p><p>I actually used the phrase "chance meeting" - that phrase is borrowed from JRRT and of course is gently ironic, because in the world of JRRT's writing <em>nothing</em> happens literally by chance. More than any other fantasy writing I'm aware of (including Dune and Star Wars), JRRT presents a world in which providence is at work.</p><p></p><p>As I have posted repeatedly upthread, Thurgon and Aramina met Friedrich <em>on the river in the area of the old border forts</em>. And met Rufus upon crossing the border into <em>Auxol, Thurgon's ancestral estate</em>.</p><p></p><p>Overall your approach to setting - at least as evinced by your posts - seems to rest on two assumptions that are fairly common to a lot of D&D play but are typically not true of BW or AW games: (1) that the protagonists are strangers to the place in which the action is taking place; and (2) that generica like rabbits are no big deal and can be narrated or presupposed freely by all participants (perhaps subject to some overarching GM veto power), whereas <em>towers</em> and <em>bridges</em> and <em>brothers</em> which are a big deal are the exclusive province of the GM.</p><p></p><p>To put the same point another way: you are happy for the player, without any prompting from the GM, to imagine the GM-narrated forest as containing rabbits and herbs and roots and berries and so on - which the player than takes for granted in declaring his/her PC's foraging check; but you object to the player, without any prompting from the GM, imagining the GM-narrated fantasy world as containing <em>Evard's tower</em> or imagining the GM-narrated river as containing <em>a bridge that crosses it.</em></p><p></p><p>[USER=29398]@Lanefan[/USER] seems to use some sort of appeal to likelihoods to explain the contrast in preferences. I don't know if you think of it the same way: to me, as I've indicated in my posts, the contrast seems to be between no-big-deal generica and individuated/unique/specific things. As I've already posted, it's an aesthetic preference based on topic/subject matter.</p><p></p><p></p><p>I quoted Ron Edwards, and used the word as he does.</p><p></p><p></p><p>What Edwards is focusing on is a mapping of the causal process of resolution onto the authorship of the imagined causal processes of the fiction.</p><p></p><p>That is not a feature of all RPGing or all RPGs. For instance, a check made to establish <em>what it is that a PC recollects</em> has the same real-world causal structure as a check made to establish <em>whether a PC defeats an Orc in combat</em>. But the causal processes in the fiction are different in each case. Hence there is no mapping of the sort I described in the previous paragraph. Hence games which feature both sorts of checks are not simulationist in Edwards' sense.</p><p></p><p>(A footnote: D&D combat is not simulationist in Edwards' sense either, because the individual processes used to determine whether a PC defeats an Orc - to hit rolls, changing hp tallies, etc - don't map onto any imagined causal process. Often there in fact is no fiction that correlates to those checks - the game participants just make the rolls and do the maths - or if there is fiction it is established post-hoc (eg the GM looks at the change in the Orc's hp total and then narrates something about barely blocking a forceful blow with its shield). This sort of thing was discussed at great length in the "dissociated mechanics" thread I linked to upthread.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8161722, member: 42582"] This is no different from [I]remembering where a tower is[/I], which leads me to finding the tower; or [I]looking out for my brother[/I], which leads me to notice him. But [I]looking for for food[/I] doesn't make there be rabbits around. Sometimes someone who is expert at looking for food nevertheless fails to find it simply because the rabbits are all somewhere else. In this respect [I]rabbits[/I] are no different from [I]Evard's tower[/I] or [I]Rufus[/I]. I actually used the phrase "chance meeting" - that phrase is borrowed from JRRT and of course is gently ironic, because in the world of JRRT's writing [I]nothing[/I] happens literally by chance. More than any other fantasy writing I'm aware of (including Dune and Star Wars), JRRT presents a world in which providence is at work. As I have posted repeatedly upthread, Thurgon and Aramina met Friedrich [I]on the river in the area of the old border forts[/I]. And met Rufus upon crossing the border into [I]Auxol, Thurgon's ancestral estate[/I]. Overall your approach to setting - at least as evinced by your posts - seems to rest on two assumptions that are fairly common to a lot of D&D play but are typically not true of BW or AW games: (1) that the protagonists are strangers to the place in which the action is taking place; and (2) that generica like rabbits are no big deal and can be narrated or presupposed freely by all participants (perhaps subject to some overarching GM veto power), whereas [I]towers[/I] and [I]bridges[/I] and [I]brothers[/I] which are a big deal are the exclusive province of the GM. To put the same point another way: you are happy for the player, without any prompting from the GM, to imagine the GM-narrated forest as containing rabbits and herbs and roots and berries and so on - which the player than takes for granted in declaring his/her PC's foraging check; but you object to the player, without any prompting from the GM, imagining the GM-narrated fantasy world as containing [I]Evard's tower[/I] or imagining the GM-narrated river as containing [I]a bridge that crosses it.[/I] [USER=29398]@Lanefan[/USER] seems to use some sort of appeal to likelihoods to explain the contrast in preferences. I don't know if you think of it the same way: to me, as I've indicated in my posts, the contrast seems to be between no-big-deal generica and individuated/unique/specific things. As I've already posted, it's an aesthetic preference based on topic/subject matter. I quoted Ron Edwards, and used the word as he does. What Edwards is focusing on is a mapping of the causal process of resolution onto the authorship of the imagined causal processes of the fiction. That is not a feature of all RPGing or all RPGs. For instance, a check made to establish [I]what it is that a PC recollects[/I] has the same real-world causal structure as a check made to establish [I]whether a PC defeats an Orc in combat[/I]. But the causal processes in the fiction are different in each case. Hence there is no mapping of the sort I described in the previous paragraph. Hence games which feature both sorts of checks are not simulationist in Edwards' sense. (A footnote: D&D combat is not simulationist in Edwards' sense either, because the individual processes used to determine whether a PC defeats an Orc - to hit rolls, changing hp tallies, etc - don't map onto any imagined causal process. Often there in fact is no fiction that correlates to those checks - the game participants just make the rolls and do the maths - or if there is fiction it is established post-hoc (eg the GM looks at the change in the Orc's hp total and then narrates something about barely blocking a forceful blow with its shield). This sort of thing was discussed at great length in the "dissociated mechanics" thread I linked to upthread.) [/QUOTE]
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