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<blockquote data-quote="happyhermit" data-source="post: 8173190" data-attributes="member: 6834463"><p>Really? Because I struggle to see how they could even be considered similar. Remembering that the preference being valued is something along the lines of "I want to inhabit my character in a world I can imagine is a real place.". If I know I or another player can declare things into or out of existence and it happens in play regularly then it's blatantly obvious that the world is subject to whim. As opposed to the default D&D method where I need not know how much fidelity the world has or where it is lacking. Why would imagining a world where a 5th level fighter is much harder to defeat be a problem from this perspective?</p><p></p><p>I'm sorry, but I am having a hard time parsing this.</p><p></p><p></p><p>Metacurrency can mean a lot of things, altering the world in-play cannot be done without it being clear that the world is altering.</p><p></p><p></p><p>Which systems do you have in mind?</p><p></p><p></p><p></p><p>Equating a way that people like to roleplay (ie; actor stance, imagining themselves as a fighter, etc.) to this sort of thing is just not good.</p><p></p><p></p><p>Not to the person who is imagining themselves as that character, it just doesn't make sense for them to call what they are doing "working at crafting a story". Because they aren't, the story is a happy byproduct at most.</p><p></p><p>No, you are only <em>crafting</em> a story if you are considering it. Crafting denotes intent at the very least.</p><p></p><p>As has been mentioned, anything can be turned into a story and/or a narrative. My point is that; "working together to craft a story" is NOT the same as; "playing a game without consideration to the story, that happens to be easier to view as a story than a game of go-fish." And also, though I never made the point here, there are TONS of storytelling games these days and they are great, and tons of ttrpgs that focus on storytelling, and it's easy to play D&D with focus on storytelling it just isn't necessary.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 8173190, member: 6834463"] Really? Because I struggle to see how they could even be considered similar. Remembering that the preference being valued is something along the lines of "I want to inhabit my character in a world I can imagine is a real place.". If I know I or another player can declare things into or out of existence and it happens in play regularly then it's blatantly obvious that the world is subject to whim. As opposed to the default D&D method where I need not know how much fidelity the world has or where it is lacking. Why would imagining a world where a 5th level fighter is much harder to defeat be a problem from this perspective? I'm sorry, but I am having a hard time parsing this. Metacurrency can mean a lot of things, altering the world in-play cannot be done without it being clear that the world is altering. Which systems do you have in mind? Equating a way that people like to roleplay (ie; actor stance, imagining themselves as a fighter, etc.) to this sort of thing is just not good. Not to the person who is imagining themselves as that character, it just doesn't make sense for them to call what they are doing "working at crafting a story". Because they aren't, the story is a happy byproduct at most. No, you are only [I]crafting[/I] a story if you are considering it. Crafting denotes intent at the very least. As has been mentioned, anything can be turned into a story and/or a narrative. My point is that; "working together to craft a story" is NOT the same as; "playing a game without consideration to the story, that happens to be easier to view as a story than a game of go-fish." And also, though I never made the point here, there are TONS of storytelling games these days and they are great, and tons of ttrpgs that focus on storytelling, and it's easy to play D&D with focus on storytelling it just isn't necessary. [/QUOTE]
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