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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="clearstream" data-source="post: 9088338" data-attributes="member: 71699"><p>I've made a related argument in the past, i.e. that the imagined facts should be objective from the perspective of a given player, which can seem to require pre-establishing. Of course, the timing of establishing imaginary facts cannot be at issue: they're not any less imaginary just because I made them up yesterday rather than today.</p><p></p><p>One schema then is for A to establish facts on demand for B and C, and B to establish for A and C, etc. Another schema, which apparently not everyone experiences, is where A establishes imaginary facts for A (typically based on thematic seeds and in the context of world-laws.) Playing Ironsworn coop and solo is a quick way to experience how both schemas are functional.</p><p></p><p>Collaborative modes of sim also dissolve that old canard - but what if we're pretending to be astronauts and Jo-player is an rl rocket-scientist? Each participant can bring their perspectives and expertise (opening the door to some powerful treatments of subjects, for example where that subject is colonialism.)</p><p></p><p></p><p><strong>EDIT </strong>Too, it's worth observing the detail of where authorship is exercised. The following are all up for authorship: subject(s), directions of exploration, what is found out.</p><p></p><p>An illuminating example - that helps see the possibilities - is where the player-characters are <em>intrinsic</em> to subject... where they in some sense <em>are </em>the subject. Positioning players exceptionally well to author details and subject and what is found out.</p><p></p><p>Direction of exploration - what questions are asked, and how they are asked - is usually open to player authorship. What is found out will either be an imaginary fact - <em>ceteris paribus</em> all are equally well positioned to answer - or a referenced fact - where significant knowledge and perspectives that deserve a hearing may be held by anyone.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9088338, member: 71699"] I've made a related argument in the past, i.e. that the imagined facts should be objective from the perspective of a given player, which can seem to require pre-establishing. Of course, the timing of establishing imaginary facts cannot be at issue: they're not any less imaginary just because I made them up yesterday rather than today. One schema then is for A to establish facts on demand for B and C, and B to establish for A and C, etc. Another schema, which apparently not everyone experiences, is where A establishes imaginary facts for A (typically based on thematic seeds and in the context of world-laws.) Playing Ironsworn coop and solo is a quick way to experience how both schemas are functional. Collaborative modes of sim also dissolve that old canard - but what if we're pretending to be astronauts and Jo-player is an rl rocket-scientist? Each participant can bring their perspectives and expertise (opening the door to some powerful treatments of subjects, for example where that subject is colonialism.) [B]EDIT [/B]Too, it's worth observing the detail of where authorship is exercised. The following are all up for authorship: subject(s), directions of exploration, what is found out. An illuminating example - that helps see the possibilities - is where the player-characters are [I]intrinsic[/I] to subject... where they in some sense [I]are [/I]the subject. Positioning players exceptionally well to author details and subject and what is found out. Direction of exploration - what questions are asked, and how they are asked - is usually open to player authorship. What is found out will either be an imaginary fact - [I]ceteris paribus[/I] all are equally well positioned to answer - or a referenced fact - where significant knowledge and perspectives that deserve a hearing may be held by anyone. [/QUOTE]
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