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<blockquote data-quote="clearstream" data-source="post: 9465662" data-attributes="member: 71699"><p>My meaning is that the cues are designed to replicate (with possible modification or innovation) the previously or prospectively experienced play. They subsequently serve the process of play as you say.</p><p></p><p>Where I may differ from your take is that while I'd agree with you that system moves the fiction forward, I'd add that fiction can move the fiction forward. And of course fiction can invoke the system and feed it parameters, in that way moving the system forward. Following Baker, I wouldn't be against saying that system moves the fiction forward in ways players wouldn't choose (but are prepared to risk) which may then differentiate how fiction moves forward depending on source of impetus.</p><p></p><p>Fiction moving system or fiction forward seems implied by "the fiction mattering to resolution". Said "resolution" could utilize unwritten rules embedded in but not identical to the fiction... but we'd soon find ourselves splitting hairs over what counts as fiction and what counts as an unwritten rule (given I'd say that rules are normative so that expectations about the fiction such as an axe cutting a wooden door and an ordinary feather not doing so can be cast as rules.)</p><p></p><p></p><p>That's a good example and it seems altogether likely that Edwards designed the resolution mechanic with that consequence on play intended. One might be inclined to say that conflicts with another character's priorities/interests had the potential to be interesting, but I take your point.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9465662, member: 71699"] My meaning is that the cues are designed to replicate (with possible modification or innovation) the previously or prospectively experienced play. They subsequently serve the process of play as you say. Where I may differ from your take is that while I'd agree with you that system moves the fiction forward, I'd add that fiction can move the fiction forward. And of course fiction can invoke the system and feed it parameters, in that way moving the system forward. Following Baker, I wouldn't be against saying that system moves the fiction forward in ways players wouldn't choose (but are prepared to risk) which may then differentiate how fiction moves forward depending on source of impetus. Fiction moving system or fiction forward seems implied by "the fiction mattering to resolution". Said "resolution" could utilize unwritten rules embedded in but not identical to the fiction... but we'd soon find ourselves splitting hairs over what counts as fiction and what counts as an unwritten rule (given I'd say that rules are normative so that expectations about the fiction such as an axe cutting a wooden door and an ordinary feather not doing so can be cast as rules.) That's a good example and it seems altogether likely that Edwards designed the resolution mechanic with that consequence on play intended. One might be inclined to say that conflicts with another character's priorities/interests had the potential to be interesting, but I take your point. [/QUOTE]
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