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<blockquote data-quote="The Crimson Binome" data-source="post: 6778908" data-attributes="member: 6775031"><p>The GM builds the world, and the players explore that world via their characters. Maybe the world isn't terribly "realistic", due to those biases you mention, but it is the world that the GM has created based on their personal beliefs and wishes about what would make for an interesting and fun world.</p><p></p><p>It's kind of like reading a book, or watching a movie, (although obviously much more detailed and interactive). You choose to accept the world, because you want to see what the author puts forth. If you don't like it, then you find some other world from some other author who bothers your sensibilities less. </p><p></p><p>You can't explore the world if you're the one creating it, though. You can't <em>role-play</em> as a character who makes the best of the world as it is, if you're also the author deciding what's in the world. </p><p></p><p>We need to have trust that the world is what it is, regardless of what we want it to be, or else there's no way to make any decision about <em>anything</em>. The fundamentals of decision-making all assume that our thought process, itself, cannot change the facts of the world about which we are making our decision!</p><p></p><p>Now you're getting into over-analyzed artificial narrative constructs. "Fail forward" and "what the character really needs" are just labels that you can apply to describe some events, based on how you choose to look at them. How you <em>define</em> a "plan" or a "success" or a "goal" cannot possibly change what you are <em>capable</em> of accomplishing within the world. That's not how an <em>objective simulation</em> works. That's how a <em>story-telling system</em> works.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6778908, member: 6775031"] The GM builds the world, and the players explore that world via their characters. Maybe the world isn't terribly "realistic", due to those biases you mention, but it is the world that the GM has created based on their personal beliefs and wishes about what would make for an interesting and fun world. It's kind of like reading a book, or watching a movie, (although obviously much more detailed and interactive). You choose to accept the world, because you want to see what the author puts forth. If you don't like it, then you find some other world from some other author who bothers your sensibilities less. You can't explore the world if you're the one creating it, though. You can't [I]role-play[/I] as a character who makes the best of the world as it is, if you're also the author deciding what's in the world. We need to have trust that the world is what it is, regardless of what we want it to be, or else there's no way to make any decision about [I]anything[/I]. The fundamentals of decision-making all assume that our thought process, itself, cannot change the facts of the world about which we are making our decision! Now you're getting into over-analyzed artificial narrative constructs. "Fail forward" and "what the character really needs" are just labels that you can apply to describe some events, based on how you choose to look at them. How you [I]define[/I] a "plan" or a "success" or a "goal" cannot possibly change what you are [I]capable[/I] of accomplishing within the world. That's not how an [I]objective simulation[/I] works. That's how a [I]story-telling system[/I] works. [/QUOTE]
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