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<blockquote data-quote="Manbearcat" data-source="post: 8272964" data-attributes="member: 6696971"><p>Its difficult for me to parse how these statements above exist in concert.</p><p></p><p>If you're not trying to interpret a game's engine as "rules as physics (rules that govern the physical interactions of the shared imagined space)", how does the above make sense?</p><p></p><p>In 4e, a GM/player isn’t concerned about world collisions/interactions/physics that are irrelevant to the thematic story embedded in 4e; a Points of Light, World on Fire, Diablo meets Greek myth, where mythical heroes must overcome mythical challenges and take sides in mythical conflicts.</p><p></p><p>You're framing scenes that provoke and resolve those conflicts. <strong>That </strong>is the story of 4e; who the Character Themes, Paragon Paths, Epic Destinies, Quests and conflict resolution create the trajectory of play and decide the outputs of the collisions of those themed conflicts.</p><p></p><p>You don't care whether Ancient Red Dragons are better or worse at weaving or crafting or picking pockets than the heroes. Because that stuff never sees table time/scene-time and is wholly irrelevant to play/the story of 4e!</p><p></p><p>Conversely, it seems to me that what your quoted post above is saying is exactly <strong>"I expect game engines to be rules as physics that govern my orientation toward and interaction with the content of the shared imagined space (even the stuff that is never onscreen)."</strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8272964, member: 6696971"] Its difficult for me to parse how these statements above exist in concert. If you're not trying to interpret a game's engine as "rules as physics (rules that govern the physical interactions of the shared imagined space)", how does the above make sense? In 4e, a GM/player isn’t concerned about world collisions/interactions/physics that are irrelevant to the thematic story embedded in 4e; a Points of Light, World on Fire, Diablo meets Greek myth, where mythical heroes must overcome mythical challenges and take sides in mythical conflicts. You're framing scenes that provoke and resolve those conflicts. [B]That [/B]is the story of 4e; who the Character Themes, Paragon Paths, Epic Destinies, Quests and conflict resolution create the trajectory of play and decide the outputs of the collisions of those themed conflicts. You don't care whether Ancient Red Dragons are better or worse at weaving or crafting or picking pockets than the heroes. Because that stuff never sees table time/scene-time and is wholly irrelevant to play/the story of 4e! Conversely, it seems to me that what your quoted post above is saying is exactly [B]"I expect game engines to be rules as physics that govern my orientation toward and interaction with the content of the shared imagined space (even the stuff that is never onscreen)."[/B] [/QUOTE]
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