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<blockquote data-quote="Campbell" data-source="post: 8928094" data-attributes="member: 16586"><p>Here's my mental for how play fundamentally works:</p><p></p><p>Establish/Author Relevant Details -> Frame the Situation/Scene/Move/Whatever -> Complete the play loop to resolve the unit of play. -> (repeat)</p><p></p><p>Basically, we have a unit of play that is meant to resolve whatever is in question. It might be a session or two (most trad games), it might be a scene (Sorcerer), it might be a singular player decision (Apocalypse World). My view is that generally inside the play loop we don't want to establish/author new things that will reconceptualize the situation in question, at least not without extreme care. The reason to be disciplined about this is to maintain the integrity of the play space. It applies just as much to GMs as players. Authoring new details in the midst of a play loop can be destructive play no matter who is doing it no matter who benefits. Skewing things to make it worse for your character is just as much of a problem as skewing them to make it better.</p><p></p><p>Outside of the play loop however there's no real danger in establishing whatever we want to establish. Scenarios/scenes/whatever can always be framed to make what has been established compelling and/or challenging. At this level it's mostly by what aesthetically works for the playgroup.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8928094, member: 16586"] Here's my mental for how play fundamentally works: Establish/Author Relevant Details -> Frame the Situation/Scene/Move/Whatever -> Complete the play loop to resolve the unit of play. -> (repeat) Basically, we have a unit of play that is meant to resolve whatever is in question. It might be a session or two (most trad games), it might be a scene (Sorcerer), it might be a singular player decision (Apocalypse World). My view is that generally inside the play loop we don't want to establish/author new things that will reconceptualize the situation in question, at least not without extreme care. The reason to be disciplined about this is to maintain the integrity of the play space. It applies just as much to GMs as players. Authoring new details in the midst of a play loop can be destructive play no matter who is doing it no matter who benefits. Skewing things to make it worse for your character is just as much of a problem as skewing them to make it better. Outside of the play loop however there's no real danger in establishing whatever we want to establish. Scenarios/scenes/whatever can always be framed to make what has been established compelling and/or challenging. At this level it's mostly by what aesthetically works for the playgroup. [/QUOTE]
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