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
*TTRPGs General
Did I discover the Left Wing and Right Wing of D&D gaming styles?
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="fusangite" data-source="post: 1986780" data-attributes="member: 7240"><p>I think that's some of the best, most accessible stuff I have ever seen Chris Lehrich write. </p><p></p><p>However, there is a basic problem with the world he recommends you create. While the world would be more vibrant, exciting and real-feeling than any world I would create, it would be very difficult to communicate this world to one's players. While I would love to game in the world Chris recommends you create, I can think of, at most, two other players who would be able to comprehend it to the point of playing within it in a realistic way. </p><p></p><p>Essentially, what would happen is that without a really solid understanding of the social science on which Chris's model is premised, a player would be continuously mystified by how people reacted to his particular opinions. The main reason we reify clusters of beliefs into worldviews is to aid us in expressing and comprehending them, effectively producing a kind of reductive shorthand for clusters of shared beliefs. A world resistant to this strategy, while more realistic, would be harder to communicate to someone who was not a student of the social sciences. </p><p></p><p>I agree that this can be a problem. However, I think it arises because of the above phenomenon. I give players things that are more monolithic and coherent than a real culture would be because this exercise in shorthand enables people to better apprehend my world. If we assume that a world is not a parody of modernity and is sufficiently "other" to be a unique fantasy world and it has the non-monolithic characteristics you want, how do you give your players enough of a sense of what it is like in order for them to be able to play authentically?</p><p></p><p>But here's the problem: if there is no coherent cosmological model for the whole world, what do the rules represent? The rules are a game's physics, or portion thereof; the various cosmological models in the game therefore have to share elements at least insofar as the rules speak to those elements. </p><p></p><p>What do you mean by "outsider" here? Do you mean dissident? </p><p></p><p>But at some point, again, you have to look at system here. In D&D, heroism is inherently violent, in part because the experience mechanic causes the universe to reward people for effectively employing deadly force; and the form of this reward is typically to increase people's capacity to exert deadly force. System, therefore, plays a considerable role in defining what heroism is. Fortunately, there are many cultures that correlate heroism and violence so this isn't too much of a problem. But it does speak to my point that one cannot create a game world that is silent on objective cosmology. </p><p></p><p>This question seems premised on the idea that these elves collectively believe there is an afterlife. What is their evidence for this? Is this belief correct? Correct or not, is this belief monolithic amongst elves?</p></blockquote><p></p>
[QUOTE="fusangite, post: 1986780, member: 7240"] I think that's some of the best, most accessible stuff I have ever seen Chris Lehrich write. However, there is a basic problem with the world he recommends you create. While the world would be more vibrant, exciting and real-feeling than any world I would create, it would be very difficult to communicate this world to one's players. While I would love to game in the world Chris recommends you create, I can think of, at most, two other players who would be able to comprehend it to the point of playing within it in a realistic way. Essentially, what would happen is that without a really solid understanding of the social science on which Chris's model is premised, a player would be continuously mystified by how people reacted to his particular opinions. The main reason we reify clusters of beliefs into worldviews is to aid us in expressing and comprehending them, effectively producing a kind of reductive shorthand for clusters of shared beliefs. A world resistant to this strategy, while more realistic, would be harder to communicate to someone who was not a student of the social sciences. I agree that this can be a problem. However, I think it arises because of the above phenomenon. I give players things that are more monolithic and coherent than a real culture would be because this exercise in shorthand enables people to better apprehend my world. If we assume that a world is not a parody of modernity and is sufficiently "other" to be a unique fantasy world and it has the non-monolithic characteristics you want, how do you give your players enough of a sense of what it is like in order for them to be able to play authentically? But here's the problem: if there is no coherent cosmological model for the whole world, what do the rules represent? The rules are a game's physics, or portion thereof; the various cosmological models in the game therefore have to share elements at least insofar as the rules speak to those elements. What do you mean by "outsider" here? Do you mean dissident? But at some point, again, you have to look at system here. In D&D, heroism is inherently violent, in part because the experience mechanic causes the universe to reward people for effectively employing deadly force; and the form of this reward is typically to increase people's capacity to exert deadly force. System, therefore, plays a considerable role in defining what heroism is. Fortunately, there are many cultures that correlate heroism and violence so this isn't too much of a problem. But it does speak to my point that one cannot create a game world that is silent on objective cosmology. This question seems premised on the idea that these elves collectively believe there is an afterlife. What is their evidence for this? Is this belief correct? Correct or not, is this belief monolithic amongst elves? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Did I discover the Left Wing and Right Wing of D&D gaming styles?
Top