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"Gamism," The Forge, and the Elephant in the Room
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<blockquote data-quote="pemerton" data-source="post: 5787956" data-attributes="member: 42582"><p>You may be misunderstanding my point. [MENTION=85870]innerdude[/MENTION] said uthread that, without a simulationist or narrativist purpose in RPGing, the GM's role would be reduced to that of adjudicating action resolution. My point was, that for a certain style of RPG play - Gygaxian gamism (as exemplified by the ToH), Pulsipherian gamism (as articulated in his articles in the early days of White Dwarf), etc - this <em>was</em> a key role of the GM, but that did not make those games any less RPGs. Pulsipher argued <em>against</em> GM adjudication that took into account story considerations, on grounds that it undermined the contribution of player skill to outcomes.</p><p></p><p>Central to an RPG, as I conceive of it, is that (i) there is a shared imaginay space, and (ii) each of the players' primary source of influence over the SIS is a particular character (or a handful of such characters) in that SIS - the PC. (Even in games where director stance is common and/or central, the PC is typically still an important locus for the exercise of director stance.)</p><p></p><p>There is nothing about this that makes non-gamist priorities more fundamental than gamist ones. As [MENTION=87792]Neonchameleon[/MENTION] pointed out upthread, action resolution in a shared imaginary space creates distinctive, arguably unique, possibilities for setting up and taking on challenges.</p><p></p><p>As for whether calling the GM a referee is a deliberate attempt to preserve or promote gamism, I don't think that, didn't assert it, and didn't intend to imply it. In talking with others about my game I often describe myself as the referee, just because I (and some of my players) first started RPGing when "referee" was standard terminology.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5787956, member: 42582"] You may be misunderstanding my point. [MENTION=85870]innerdude[/MENTION] said uthread that, without a simulationist or narrativist purpose in RPGing, the GM's role would be reduced to that of adjudicating action resolution. My point was, that for a certain style of RPG play - Gygaxian gamism (as exemplified by the ToH), Pulsipherian gamism (as articulated in his articles in the early days of White Dwarf), etc - this [I]was[/I] a key role of the GM, but that did not make those games any less RPGs. Pulsipher argued [I]against[/I] GM adjudication that took into account story considerations, on grounds that it undermined the contribution of player skill to outcomes. Central to an RPG, as I conceive of it, is that (i) there is a shared imaginay space, and (ii) each of the players' primary source of influence over the SIS is a particular character (or a handful of such characters) in that SIS - the PC. (Even in games where director stance is common and/or central, the PC is typically still an important locus for the exercise of director stance.) There is nothing about this that makes non-gamist priorities more fundamental than gamist ones. As [MENTION=87792]Neonchameleon[/MENTION] pointed out upthread, action resolution in a shared imaginary space creates distinctive, arguably unique, possibilities for setting up and taking on challenges. As for whether calling the GM a referee is a deliberate attempt to preserve or promote gamism, I don't think that, didn't assert it, and didn't intend to imply it. In talking with others about my game I often describe myself as the referee, just because I (and some of my players) first started RPGing when "referee" was standard terminology. [/QUOTE]
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"Gamism," The Forge, and the Elephant in the Room
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