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
*Dungeons & Dragons
Deleted
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: 9368793" data-attributes="member: 42582"><p>No. The player can read the rulebook, understand the rules of the game, and decide when their PC is doing something that falls under the game's account of what is good and what is evil. They can decide if their PC needs to atone. Etc.</p><p></p><p>This is all one possible way of playing D&D. It is not the only way.</p><p></p><p>I know that you think this is nonsense. This is why I say that you are making assumptions about how RPGs must be played. I don't know how you reconciled that with your play of Fate, though - when you spend a Fate point to change a scene, for instance, what do you think is happening in the fiction?</p><p></p><p>I mean, suppose you spend a Fate point to have some convenient exit be in the building - who do you suppose built the building with that exit. Or suppose you have the aspect Always Troubled by Suitors, and as your PC is staking out the enemy HQ you say to the GM, "Wouldn't it be cool if some admirers turned up about now?" and the GM says, "Yes, it would" and tosses you a Fate point: in the fiction, those admirers had a reason for being there, for coming past that point, which is not under your PC's control - which may (if we assume a deterministic world) have been caused by factors that have been unfolding since the beginning of time. Yet as creators of fiction you and the GM only bring them onto the stage because of a decision made on the spur of the moment in accordance with the game rules.</p><p></p><p>The <em>player</em> is making things up - they are playing a game in which a key thing the participants do is make up fiction.</p><p></p><p>The paladin is affirming his faith, and - given he is a powerful adherent of the Raven Queen, probably at that point the most powerful in the mortal world - I am confident that he is truthfully reporting her doings.</p><p></p><p>Once again you equate the decision-making process at the table with how events work in the fiction. That equation is not required. You say that you have played Fate - but Fate only works if the equation is denied. Nothing in D&D prevents denying it either, and in fact both AD&D and 4e crucially depend upon denying it.</p><p></p><p>Ditto. I posted two sentences, one true and one with an unknown truth value. You have presented no argument in relation to the second sentence, except to point back to the first.</p><p></p><p>Why not?</p><p></p><p>The fiction of a RPG is bound by what the participants agree to. The rule set the parameters within which they agree. And the rules text is not a property of the fiction. It is a property of the real world. For example, it tells us how long we, as players of the game playing by the rules, are obliged to agree that the person is frightened.</p><p></p><p>What the cause of their fear is, what the cause of its duration is, etc, are all matters of the fiction. These can be whatever we agree to make up, provided that we keep to our agreed rules.</p><p></p><p>Huh? That man is delusional. Whereas my players and I are authoring fiction. Your comparison makes no sense at all.</p><p></p><p>I could equally sit down, with a plan in my mind from the outset, to write a story about the randomness or arbitrariness of the world - or about the importance of heroic choice at key moments. Either could be written from an existentialist perspective. I've never read an account of how Camus wrote The Outsider, but I very much doubt he did it by tossing coins, rolling dice, or making whimsical decisions.</p><p></p><p>The manner in which a story is written does not bear upon the content of its fiction. It is not the manner of JRRT's authorship that makes his story a story about providential events. It is the content of the story (both its literal content, and its extensive allusive content).</p><p></p><p>There is nothing that stops a RPG being about providence. Imagine a game of Fate in which one of my aspects is Chosen by Destiny. The fact that I might invoke that aspect on a whim does not mean that, in the fiction, what happens is not a manifestation of the destiny of my character.</p><p></p><p>Would you? What is happening, in your fiction, that makes the day of the week salient? I'm prepared to be that in most FRPGing, most of the time, the participants <em>don't actually even know what day of the week it is in the fiction</em>.</p><p></p><p>This is an illustration of why I don't think you have a very clear picture of how RPGing works. And as I've already said, it makes me very puzzled about how you played Fate.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9368793, member: 42582"] No. The player can read the rulebook, understand the rules of the game, and decide when their PC is doing something that falls under the game's account of what is good and what is evil. They can decide if their PC needs to atone. Etc. This is all one possible way of playing D&D. It is not the only way. I know that you think this is nonsense. This is why I say that you are making assumptions about how RPGs must be played. I don't know how you reconciled that with your play of Fate, though - when you spend a Fate point to change a scene, for instance, what do you think is happening in the fiction? I mean, suppose you spend a Fate point to have some convenient exit be in the building - who do you suppose built the building with that exit. Or suppose you have the aspect Always Troubled by Suitors, and as your PC is staking out the enemy HQ you say to the GM, "Wouldn't it be cool if some admirers turned up about now?" and the GM says, "Yes, it would" and tosses you a Fate point: in the fiction, those admirers had a reason for being there, for coming past that point, which is not under your PC's control - which may (if we assume a deterministic world) have been caused by factors that have been unfolding since the beginning of time. Yet as creators of fiction you and the GM only bring them onto the stage because of a decision made on the spur of the moment in accordance with the game rules. The [I]player[/I] is making things up - they are playing a game in which a key thing the participants do is make up fiction. The paladin is affirming his faith, and - given he is a powerful adherent of the Raven Queen, probably at that point the most powerful in the mortal world - I am confident that he is truthfully reporting her doings. Once again you equate the decision-making process at the table with how events work in the fiction. That equation is not required. You say that you have played Fate - but Fate only works if the equation is denied. Nothing in D&D prevents denying it either, and in fact both AD&D and 4e crucially depend upon denying it. Ditto. I posted two sentences, one true and one with an unknown truth value. You have presented no argument in relation to the second sentence, except to point back to the first. Why not? The fiction of a RPG is bound by what the participants agree to. The rule set the parameters within which they agree. And the rules text is not a property of the fiction. It is a property of the real world. For example, it tells us how long we, as players of the game playing by the rules, are obliged to agree that the person is frightened. What the cause of their fear is, what the cause of its duration is, etc, are all matters of the fiction. These can be whatever we agree to make up, provided that we keep to our agreed rules. Huh? That man is delusional. Whereas my players and I are authoring fiction. Your comparison makes no sense at all. I could equally sit down, with a plan in my mind from the outset, to write a story about the randomness or arbitrariness of the world - or about the importance of heroic choice at key moments. Either could be written from an existentialist perspective. I've never read an account of how Camus wrote The Outsider, but I very much doubt he did it by tossing coins, rolling dice, or making whimsical decisions. The manner in which a story is written does not bear upon the content of its fiction. It is not the manner of JRRT's authorship that makes his story a story about providential events. It is the content of the story (both its literal content, and its extensive allusive content). There is nothing that stops a RPG being about providence. Imagine a game of Fate in which one of my aspects is Chosen by Destiny. The fact that I might invoke that aspect on a whim does not mean that, in the fiction, what happens is not a manifestation of the destiny of my character. Would you? What is happening, in your fiction, that makes the day of the week salient? I'm prepared to be that in most FRPGing, most of the time, the participants [I]don't actually even know what day of the week it is in the fiction[/I]. This is an illustration of why I don't think you have a very clear picture of how RPGing works. And as I've already said, it makes me very puzzled about how you played Fate. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Deleted
Top