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<blockquote data-quote="thefutilist" data-source="post: 9465580" data-attributes="member: 7044566"><p>The way I see it is that there's the fiction and the system is how the fiction moves forward. So it precisely isn't that cues replicate play but they are the process of play. Instructions are really just conveying what the cues are. I think I'm just echoing [USER=42582]@pemerton[/USER] here.</p><p></p><p>Where I think I may agree is if we look at a kind of literary theory as it applies to role-playing. A classic example being conflict resolution.</p><p></p><p>So in Sorcerer:</p><p></p><p>The trigger/cue for the resolution mechanic is when a character takes action that conflicts with another characters priorities/interests.</p><p></p><p>This necessitates judging the fiction in terms of priorities and interests and having a method to figure out what those priorities and interests are.</p><p></p><p>In my case at least, you begin seeing the fiction differently. Compare this to another common trigger 'when something interesting could happen'. I think they lead to very different appreciations of the quality of the fiction, probably produce different quality fiction and of course have a very different feel during the process of play.</p><p></p><p>Again in my case, this difference was so profound in it's impact it changed the way I see stories and subsequently how I roleplay and what mechanics I prefer.</p><p></p><p>For instance, Hillfolk leaves me cold because I just don't see stories the way Robin laws does.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9465580, member: 7044566"] The way I see it is that there's the fiction and the system is how the fiction moves forward. So it precisely isn't that cues replicate play but they are the process of play. Instructions are really just conveying what the cues are. I think I'm just echoing [USER=42582]@pemerton[/USER] here. Where I think I may agree is if we look at a kind of literary theory as it applies to role-playing. A classic example being conflict resolution. So in Sorcerer: The trigger/cue for the resolution mechanic is when a character takes action that conflicts with another characters priorities/interests. This necessitates judging the fiction in terms of priorities and interests and having a method to figure out what those priorities and interests are. In my case at least, you begin seeing the fiction differently. Compare this to another common trigger 'when something interesting could happen'. I think they lead to very different appreciations of the quality of the fiction, probably produce different quality fiction and of course have a very different feel during the process of play. Again in my case, this difference was so profound in it's impact it changed the way I see stories and subsequently how I roleplay and what mechanics I prefer. For instance, Hillfolk leaves me cold because I just don't see stories the way Robin laws does. [/QUOTE]
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