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Everybody Cheats?
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<blockquote data-quote="prosfilaes" data-source="post: 7754693" data-attributes="member: 40166"><p>Yes, I do. I've given you a functional definition: "To violate rules in order to gain advantage from a situation", taken from a dictionary, so it's not incredibly idiosyncratic. Why go "Ok. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" />"?</p><p></p><p></p><p></p><p>GMs keep a lot of activity secret from the players. Most games involve some sort of secret information, like cards concealed from other players.</p><p></p><p></p><p></p><p>There are definitions of self-serving that include basically everything, because even if you give the bum on the corner your last buck, it's because you feel better about doing so. More normal definitions, however, would exclude actions taken to benefit others, and GMs usually ignore dice rolls to make the game more fun for their players as much for themselves.</p><p></p><p></p><p></p><p>Again, by the definition I gave you above, if it's not violating rules, it's not cheating. </p><p></p><p>Game design evolves by breaking the assumptions of previous games. Is it cheating to show your teammates your cards? Not in Pandemic, and not in Hanabi, where it is cheating to look at your cards, but you can see your teammate's cards. According to a poker judge I know, official rules say you say just about anything about your cards except the truth. It's a weird rule, and I don't quite understand the motivation, but the power to create that rule allows exploring that game space. There's a competitive card game I played long ago where you could pick up a card that would let the player take gems from the board if they could do it without being caught. It is an interesting rule/card, and a good thing that game makers could explore that space. I think it bad to throw around the word "cheating" to include things that game designers consider features of their games.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 7754693, member: 40166"] Yes, I do. I've given you a functional definition: "To violate rules in order to gain advantage from a situation", taken from a dictionary, so it's not incredibly idiosyncratic. Why go "Ok. :uhoh:"? GMs keep a lot of activity secret from the players. Most games involve some sort of secret information, like cards concealed from other players. There are definitions of self-serving that include basically everything, because even if you give the bum on the corner your last buck, it's because you feel better about doing so. More normal definitions, however, would exclude actions taken to benefit others, and GMs usually ignore dice rolls to make the game more fun for their players as much for themselves. Again, by the definition I gave you above, if it's not violating rules, it's not cheating. Game design evolves by breaking the assumptions of previous games. Is it cheating to show your teammates your cards? Not in Pandemic, and not in Hanabi, where it is cheating to look at your cards, but you can see your teammate's cards. According to a poker judge I know, official rules say you say just about anything about your cards except the truth. It's a weird rule, and I don't quite understand the motivation, but the power to create that rule allows exploring that game space. There's a competitive card game I played long ago where you could pick up a card that would let the player take gems from the board if they could do it without being caught. It is an interesting rule/card, and a good thing that game makers could explore that space. I think it bad to throw around the word "cheating" to include things that game designers consider features of their games. [/QUOTE]
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