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<blockquote data-quote="Balesir" data-source="post: 6822602" data-attributes="member: 27160"><p>The character doesn't exist except in the imaginations of the players. Nothing is true "for the character", it can be true only for the players. For the players, the narrative is what happens to the characters while they are "on camera". It generally doesn't include many of the tedious but necessary parts of what constitutes a real life (like having a poo or trimming toe nails). To include everything would make the game literally unplayable - it would take a whole (real) day to roleplay a single (imaginary) day. Roleplaying as "a fantasy life" can never work - and even if it did it would be boring - so all roleplaying selects stories to tell that are subsets of those imaginary "lives".</p><p></p><p></p><p>There is always a system. For everything a character does, there is a system. It might not be written down, and it might not be available for the players to know and understand, but it will be there. And it will limit what the characters can do. Can my character fly? Can she lift that mountain?</p><p></p><p>If the players are allowed to know what the basis of the system is, and how it works, I think that is a good thing. That way, the system can take the place of what we as conscious creatures create and make use of every instant of our waking lives - a mental model of the world in which we exist.</p><p></p><p>Lack of a shared and explicit system is beyond simple laziness and I don't think it anywhere near compensates with flexibility for what it destroys by rendering player characters effectively blind, deluded and incompetent in their own environment.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6822602, member: 27160"] The character doesn't exist except in the imaginations of the players. Nothing is true "for the character", it can be true only for the players. For the players, the narrative is what happens to the characters while they are "on camera". It generally doesn't include many of the tedious but necessary parts of what constitutes a real life (like having a poo or trimming toe nails). To include everything would make the game literally unplayable - it would take a whole (real) day to roleplay a single (imaginary) day. Roleplaying as "a fantasy life" can never work - and even if it did it would be boring - so all roleplaying selects stories to tell that are subsets of those imaginary "lives". There is always a system. For everything a character does, there is a system. It might not be written down, and it might not be available for the players to know and understand, but it will be there. And it will limit what the characters can do. Can my character fly? Can she lift that mountain? If the players are allowed to know what the basis of the system is, and how it works, I think that is a good thing. That way, the system can take the place of what we as conscious creatures create and make use of every instant of our waking lives - a mental model of the world in which we exist. Lack of a shared and explicit system is beyond simple laziness and I don't think it anywhere near compensates with flexibility for what it destroys by rendering player characters effectively blind, deluded and incompetent in their own environment. [/QUOTE]
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