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<blockquote data-quote="clearstream" data-source="post: 9458788" data-attributes="member: 71699"><p>I'm questioning what is counted into the fiction in a session of a roleplaying game. [USER=42582]@pemerton[/USER] seems to draw the line around the conversation among participants.</p><p></p><p>Looking at what is happening in such sessions, it's common to (for example) observe a point in the conversation where a table is consulted and an entry from that table incorporated into the conversation. The conversation then takes a different course than it might have barring that inflection point.</p><p></p><p>I wouldn't say that there is necessarily any definitive answer to this, only that I can see motives for drawing the line around the cues as well as the utterances of participants. That is because I can readily point to numerous inclusions in the story of such fictional elements: that in one form or another become part of said story.</p><p></p><p></p><p>True. Once someone makes a cue* part of the fiction, it is part of the fiction. If I take your thought here correctly, you mean to exclude cues that no one has yet made part of the fiction. Thus if one specifically wants to hedge out editing, then one could say something like - the act of <em>including </em>is unedited even if the included cue was edited (and even if it were incorporated unaltered, such as the precise name and parameters of a creature.)</p><p></p><p>Relatedly, I have been mulling whether another differentiating feature of ludonarrative is that it is <em>implied</em>... which if right could motivate me to want to draw the line around cues that have been curated for inclusion, even if at a given time they have not yet been, so long as their availability influences the narrative. Such as when a player has a move written on their character sheet that they have not yet invoked.</p><p></p><p></p><p>"Which <strong>may</strong> be exceptional" or may not be. I intended only to point toward the way in which one part of fiction may anchor other parts in a fashion that seems normative. Such as setting play in London rather than Yorkshire, making it feasible for participants that a body might be dumped in the Thames.</p><p></p><p></p><p>*As an aside, "signifiers" is a term used in narratology. Roleplaying games are taken to exemplify an overlap between games and narrative, which among other things makes me wonder whether signifiers and cues are just different labels for the same thing?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9458788, member: 71699"] I'm questioning what is counted into the fiction in a session of a roleplaying game. [USER=42582]@pemerton[/USER] seems to draw the line around the conversation among participants. Looking at what is happening in such sessions, it's common to (for example) observe a point in the conversation where a table is consulted and an entry from that table incorporated into the conversation. The conversation then takes a different course than it might have barring that inflection point. I wouldn't say that there is necessarily any definitive answer to this, only that I can see motives for drawing the line around the cues as well as the utterances of participants. That is because I can readily point to numerous inclusions in the story of such fictional elements: that in one form or another become part of said story. True. Once someone makes a cue* part of the fiction, it is part of the fiction. If I take your thought here correctly, you mean to exclude cues that no one has yet made part of the fiction. Thus if one specifically wants to hedge out editing, then one could say something like - the act of [I]including [/I]is unedited even if the included cue was edited (and even if it were incorporated unaltered, such as the precise name and parameters of a creature.) Relatedly, I have been mulling whether another differentiating feature of ludonarrative is that it is [I]implied[/I]... which if right could motivate me to want to draw the line around cues that have been curated for inclusion, even if at a given time they have not yet been, so long as their availability influences the narrative. Such as when a player has a move written on their character sheet that they have not yet invoked. "Which [B]may[/B] be exceptional" or may not be. I intended only to point toward the way in which one part of fiction may anchor other parts in a fashion that seems normative. Such as setting play in London rather than Yorkshire, making it feasible for participants that a body might be dumped in the Thames. *As an aside, "signifiers" is a term used in narratology. Roleplaying games are taken to exemplify an overlap between games and narrative, which among other things makes me wonder whether signifiers and cues are just different labels for the same thing? [/QUOTE]
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