Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Be honest, how long would it really take you to notice all of this stuff...?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 6324234" data-attributes="member: 6696971"><p>Whenever we have these conversations, I'm most struck by how oddly disconnected our perceptions of "what we're actually doing" are. At its core, we're playing make-believe. None of this stuff we're doing is vested with any life except for the life we invest it with. I'm certain (I hope) that we can all agree on this. </p><p></p><p>However, it seems like there always sprouts up these (borderline impossible to get my head around) disagreements about "when" and "how" these things are given life. I can't see any other answer to the "when" other than <u>when <em><strong>they are introduced to the players, during play</strong></em></u>. They don't exist in some state of quantum superposition until that happens. This is make-believe. They flat out don't exist until they are introduced to the players, during play. Just because the GM may have some concrete, or even vague, conception of these make believe people and make believe places before they are introduced to the players (during play) means nothing. They don't exist to the players. And they can't exist such that they are "living, breathing" things to the players' characters until they are established in play.</p><p></p><p>This seems so absolutely fundamental to me but I believe there is, nuanced or not, disagreement on this simple premise. I try to wrap my head around what could lead to this disagreement and it seems that it may stem from an idea that I cannot, no matter how I might try, get on board with; that the "when" occurs <u>when<em><strong> the GM conceives it</strong></em>.</u> The undiscovered places and NPCs, either in the GM's head or written down on scratch paper or in a notebook, actually transcend their nothingness and enter into this state of quantum superposition. They now officially "exist" regardless of their pending status of actually being introduced in play. And so its important that they "have life breathed into them at this point." And that means mechanical iteration.</p><p></p><p>So...I guess...if you as a player or as a GM hold to this premise, it then becomes paramount that the GM must have each and every thing existing (that may potentially be introduced in play) mechanically fleshed out using some kind of universal "this is the stuff things are made of and these are the processes they are governed by" build mechanics...otherwise...the make-believe stuff that hasn't been established in play to the players (and may very well never be) can't possibly be "real" or "legitimate"...even outside of play. </p><p></p><p>I wonder if there is overlap between folks who have internalized that premise and the folks who feel that Gods shouldn't be mechanically iterated because they should narrative relevance only, and the moment you invest them with mechanical architecture to facilitate their place in (violent) conflict resolution, their narrative relevance is subordinated to their "target of murderhobo orthodoxy" status. Minion/Mook rules follow similar logic, only working a bit orthogonally. They become such "deltas", relative to the PCs' high status, that their mechanical architecture needs to support that prescribed relevance within the (violent) conflict resolution mechanics, lest they cease to perpetuate their intended genre/narrative/game agenda interests.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6324234, member: 6696971"] Whenever we have these conversations, I'm most struck by how oddly disconnected our perceptions of "what we're actually doing" are. At its core, we're playing make-believe. None of this stuff we're doing is vested with any life except for the life we invest it with. I'm certain (I hope) that we can all agree on this. However, it seems like there always sprouts up these (borderline impossible to get my head around) disagreements about "when" and "how" these things are given life. I can't see any other answer to the "when" other than [U]when [I][B]they are introduced to the players, during play[/B][/I][/U]. They don't exist in some state of quantum superposition until that happens. This is make-believe. They flat out don't exist until they are introduced to the players, during play. Just because the GM may have some concrete, or even vague, conception of these make believe people and make believe places before they are introduced to the players (during play) means nothing. They don't exist to the players. And they can't exist such that they are "living, breathing" things to the players' characters until they are established in play. This seems so absolutely fundamental to me but I believe there is, nuanced or not, disagreement on this simple premise. I try to wrap my head around what could lead to this disagreement and it seems that it may stem from an idea that I cannot, no matter how I might try, get on board with; that the "when" occurs [U]when[I][B] the GM conceives it[/B][/I].[/U] The undiscovered places and NPCs, either in the GM's head or written down on scratch paper or in a notebook, actually transcend their nothingness and enter into this state of quantum superposition. They now officially "exist" regardless of their pending status of actually being introduced in play. And so its important that they "have life breathed into them at this point." And that means mechanical iteration. So...I guess...if you as a player or as a GM hold to this premise, it then becomes paramount that the GM must have each and every thing existing (that may potentially be introduced in play) mechanically fleshed out using some kind of universal "this is the stuff things are made of and these are the processes they are governed by" build mechanics...otherwise...the make-believe stuff that hasn't been established in play to the players (and may very well never be) can't possibly be "real" or "legitimate"...even outside of play. I wonder if there is overlap between folks who have internalized that premise and the folks who feel that Gods shouldn't be mechanically iterated because they should narrative relevance only, and the moment you invest them with mechanical architecture to facilitate their place in (violent) conflict resolution, their narrative relevance is subordinated to their "target of murderhobo orthodoxy" status. Minion/Mook rules follow similar logic, only working a bit orthogonally. They become such "deltas", relative to the PCs' high status, that their mechanical architecture needs to support that prescribed relevance within the (violent) conflict resolution mechanics, lest they cease to perpetuate their intended genre/narrative/game agenda interests. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Be honest, how long would it really take you to notice all of this stuff...?
Top