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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Manbearcat" data-source="post: 7918752" data-attributes="member: 6696971"><p>[USER=6799753]@lowkey13[/USER]</p><p></p><p>Let me try to distill my premise into something pithy and maybe this will reveal the machinery of the purity test (and, of course, you know that “purity” here doesn’t mean “lacking badness”).</p><p></p><p>TTRPG Instantiation 1 features starting conditions A and 100 parameters (conflicts). At none of 1-100 is GM Force introduced to change the outcome of the conflict/parameter. Every moment of the gamestate and the ultimate end of the gamestate bears no “Force Noise.”</p><p></p><p>TTRPG Instantiation 2 features the same starting conditions A and 100 parameters (conflicts). At conflict/parameter 12, 39, 64, and 92, Force is introduced to alter/dictate the outcome of those particular sequences of play. Now that is only 4/100 conflicts/parameters.</p><p></p><p>My contention is that, despite it being a very small number of instances of Force, the 1st order and downstream effects are going to change all of the gamestates from 12 onward, and the ultimate gamestate as well (possibly significantly so).</p><p></p><p>That is why I’m calling it binary instead of a continuum. Obviously, more or less force (in quantity and potency) will affect the instantiation, but that isn’t relevant to my point. My point is that instantiation 1 will not be reproduced in trajectory, outcome, and agency distribution by any instantiation where Force is introduced (UNLESS more Force is introduced to Curve Fit the new instantiation with 1...which of course will perturb things again and impact the agency distribution...so...no).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7918752, member: 6696971"] [USER=6799753]@lowkey13[/USER] Let me try to distill my premise into something pithy and maybe this will reveal the machinery of the purity test (and, of course, you know that “purity” here doesn’t mean “lacking badness”). TTRPG Instantiation 1 features starting conditions A and 100 parameters (conflicts). At none of 1-100 is GM Force introduced to change the outcome of the conflict/parameter. Every moment of the gamestate and the ultimate end of the gamestate bears no “Force Noise.” TTRPG Instantiation 2 features the same starting conditions A and 100 parameters (conflicts). At conflict/parameter 12, 39, 64, and 92, Force is introduced to alter/dictate the outcome of those particular sequences of play. Now that is only 4/100 conflicts/parameters. My contention is that, despite it being a very small number of instances of Force, the 1st order and downstream effects are going to change all of the gamestates from 12 onward, and the ultimate gamestate as well (possibly significantly so). That is why I’m calling it binary instead of a continuum. Obviously, more or less force (in quantity and potency) will affect the instantiation, but that isn’t relevant to my point. My point is that instantiation 1 will not be reproduced in trajectory, outcome, and agency distribution by any instantiation where Force is introduced (UNLESS more Force is introduced to Curve Fit the new instantiation with 1...which of course will perturb things again and impact the agency distribution...so...no). [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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