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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
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="pemerton" data-source="post: 8945306" data-attributes="member: 42582"><p>So in these sentence you move from <em>there is a predetermined relationship between G and the occurrence of some or other instance of A</em> to <em>G causes some predetermined instance of A</em>. To me that seems a non-sequitur.</p><p></p><p>I think AW aspires to have a predetermined relationship between gameplay and aesthetic value. The basic moves and the GM moves are intended to secure that relationship. But there is no predetermination of what the particular aesthetic value will be.</p><p></p><p></p><p>In the first quoted paragraph, we shift from <em>the player</em> having no choice to <em>the character's</em> choices being subsumed into the GM's authorship. That also seems like a potential non-sequitur, or at least a recipe for stilted fiction where the character is obviously an author's expository vehicle.</p><p></p><p>In respect of the second quoted paragraph, I would run a mile. Unless it was a one-shot with pregens that was refereed by a very skilled thespian GM. (I've played a few of those. They can be entertaining.) What am I the player bringing to that game? What is the point for me, the player? What makes it more probable that this GM will (i) have worthwhile aesthetic goals that (ii) they will achieve via the unlikely mechanism of RPGing, than the alternative: namely, that the known processes of a game like Apocalypse World or Burning Wheel will do what they were designed to do - that is, produce an aesthetic experience via the way they coordinate the efforts of the various game participants?</p><p></p><p>I believe that this is false. Part of giving a character their full due is understanding when they try, and when they are too exhausted to do so. And this is something that a "gamestate" can contribute to - I'm thinking particularly of artha in Burning Wheel.</p><p></p><p></p><p>I don't understand why the GM is not one of the players here.</p><p></p><p>The way to give up control is to let the game's mechanics do their job. I'm not talking here about B/X mechanics, which will produce an aesthetic experience only by coincidence. I'm talking about AW, BW, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8945306, member: 42582"] So in these sentence you move from [i]there is a predetermined relationship between G and the occurrence of some or other instance of A[/i] to [i]G causes some predetermined instance of A[/i]. To me that seems a non-sequitur. I think AW aspires to have a predetermined relationship between gameplay and aesthetic value. The basic moves and the GM moves are intended to secure that relationship. But there is no predetermination of what the particular aesthetic value will be. In the first quoted paragraph, we shift from [i]the player[/i] having no choice to [i]the character's[/i] choices being subsumed into the GM's authorship. That also seems like a potential non-sequitur, or at least a recipe for stilted fiction where the character is obviously an author's expository vehicle. In respect of the second quoted paragraph, I would run a mile. Unless it was a one-shot with pregens that was refereed by a very skilled thespian GM. (I've played a few of those. They can be entertaining.) What am I the player bringing to that game? What is the point for me, the player? What makes it more probable that this GM will (i) have worthwhile aesthetic goals that (ii) they will achieve via the unlikely mechanism of RPGing, than the alternative: namely, that the known processes of a game like Apocalypse World or Burning Wheel will do what they were designed to do - that is, produce an aesthetic experience via the way they coordinate the efforts of the various game participants? I believe that this is false. Part of giving a character their full due is understanding when they try, and when they are too exhausted to do so. And this is something that a "gamestate" can contribute to - I'm thinking particularly of artha in Burning Wheel. I don't understand why the GM is not one of the players here. The way to give up control is to let the game's mechanics do their job. I'm not talking here about B/X mechanics, which will produce an aesthetic experience only by coincidence. I'm talking about AW, BW, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
Top