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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="clearstream" data-source="post: 9088764" data-attributes="member: 71699"><p>This is very true. When I think about the audience=author duality, it seems very evident that the author side is in the individual experience - relishing the creative act itself. The audience side is shared experience, which makes the possibility of Critical Role quite explicable. But I cannot say when I watch Critical Role that I have an authorial experience. To my reading, this is at the heart of the urgency Edwards expresses in his groundbreaking essay on narrativism.</p><p></p><p>I believe that the least condition for experiencing the eureka realisations of succesful exploration is saying what details of subject are investigated, and how. That can't be decided for the simulationist without forcing them into audience mode. It feels increasingly right to accept the value of strategies for making what is revealed objective for the given player... but this does not commit simulationists to GM-authority, nor does it prevent them from embracing GM-authority. Expertise and perspective on subject are qualities that should be sought for.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9088764, member: 71699"] This is very true. When I think about the audience=author duality, it seems very evident that the author side is in the individual experience - relishing the creative act itself. The audience side is shared experience, which makes the possibility of Critical Role quite explicable. But I cannot say when I watch Critical Role that I have an authorial experience. To my reading, this is at the heart of the urgency Edwards expresses in his groundbreaking essay on narrativism. I believe that the least condition for experiencing the eureka realisations of succesful exploration is saying what details of subject are investigated, and how. That can't be decided for the simulationist without forcing them into audience mode. It feels increasingly right to accept the value of strategies for making what is revealed objective for the given player... but this does not commit simulationists to GM-authority, nor does it prevent them from embracing GM-authority. Expertise and perspective on subject are qualities that should be sought for. [/QUOTE]
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FKR: How Fewer Rules Can Make D&D Better
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