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<blockquote data-quote="EzekielRaiden" data-source="post: 9622414" data-attributes="member: 6790260"><p>Clearly jumping into the middle of a much longer conversation, but re: mysteries in TTRPGs...</p><p></p><p>I do, personally, agree that for something to be a...let's call it "sincere mystery" rather than a "true mystery" since that "true" bit there is causing a lot of issues...</p><p></p><p>Anyway, for something to be a "sincere mystery" <em>to the players</em>, there has to be:</p><p></p><p>1. An unanswered question that the players really want answered (such as who the perpetrator of a crime was, where a missing person has gone, or what chain of events occurred to result in the observed current situation)</p><p>2. A truth-of-the-matter within the fiction: that is, there is a particular answer within the fiction that was true from the very beginning, rather than being authored due to player actions after this specific story begins</p><p>3. In-fiction veritable evidence, which may include false leads or intentional deceptions from NPCs, but necessarily must also include evidence which points to the aforementioned truth-of-the-matter consistently, regardless of what actions the players do or do not take</p><p></p><p>If any of these elements isn't present, then it isn't a mystery <em>to the players</em>. Sort of like how a mystery novel cannot meaningfully be a mystery <em>to the author</em>, because in order for the author to write an effective and compelling mystery narrative for others to read, they have to know too many things for #1 to be true; they <em>already know</em> the answer to the unanswered question.</p><p></p><p>In the context of a TTRPG, you can have it be the case that there is a genuine unanswered question, but fail to meet one of the other two, which is unlike (most) novels, where it's expected that there be a truth-of-the-matter in most cases and the whole point is to provide a mixture of evidence that the reader must suss out. That is, you can have the group be acting out a mystery from their characters' perspective, but to the players it isn't actually a mystery anymore, it's the group collectively acting as authors for a mystery <em>someone else</em> could experience by reading through a written-down description of what they did. Or, there could be a fact of the matter...but that fact of the matter could be retconned (usually a GM action, but could be a PC action in some games), a form of non-mechanical fudging, in order to heighten tension or the like, but this undercuts the players-solving-a-mystery process because they can't actually understand or analyze the evidence, because what was <em>genuinely</em> reliable and valid evidence one moment becomes false, invalid evidence <em>without any way for them to know this happened</em>.</p><p></p><p>More or less, in an absolutely rigidly "no-myth" game, I'm saying you can't truly <em>solve</em> a mystery as a player, just as (for example) the character playing <em>Sherlock Holmes</em> in an adaptation of (say) <em>The Hound of the Baskervilles</em> cannot himself be "solving the mystery of the Hound of the Baskervilles" because what he's doing isn't mystery-solving, it's "portraying a character who is trying to solve a mystery".</p><p></p><p>It's why I don't run a <em>rigidly</em> "no-myth" game with my DW group--and why I don't think DW (or, indeed, most PbtA games, nor most adjacent games like FitD stuff) actually are <em>completely 100%</em> "no-myth" systems. There can be a little myth, but if there is, it needs to be serving a specific and valid purpose; one of those purposes is to craft a mystery-solving experience where the players are not just "portraying a detective doing a mystery-solve", but <em>actually</em> solving a mystery themselves in the process, just as most mystery-solving experiences are about solving a fictional mystery established by someone else (unless it's your job to solve IRL mysteries, of course.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9622414, member: 6790260"] Clearly jumping into the middle of a much longer conversation, but re: mysteries in TTRPGs... I do, personally, agree that for something to be a...let's call it "sincere mystery" rather than a "true mystery" since that "true" bit there is causing a lot of issues... Anyway, for something to be a "sincere mystery" [I]to the players[/I], there has to be: 1. An unanswered question that the players really want answered (such as who the perpetrator of a crime was, where a missing person has gone, or what chain of events occurred to result in the observed current situation) 2. A truth-of-the-matter within the fiction: that is, there is a particular answer within the fiction that was true from the very beginning, rather than being authored due to player actions after this specific story begins 3. In-fiction veritable evidence, which may include false leads or intentional deceptions from NPCs, but necessarily must also include evidence which points to the aforementioned truth-of-the-matter consistently, regardless of what actions the players do or do not take If any of these elements isn't present, then it isn't a mystery [I]to the players[/I]. Sort of like how a mystery novel cannot meaningfully be a mystery [I]to the author[/I], because in order for the author to write an effective and compelling mystery narrative for others to read, they have to know too many things for #1 to be true; they [I]already know[/I] the answer to the unanswered question. In the context of a TTRPG, you can have it be the case that there is a genuine unanswered question, but fail to meet one of the other two, which is unlike (most) novels, where it's expected that there be a truth-of-the-matter in most cases and the whole point is to provide a mixture of evidence that the reader must suss out. That is, you can have the group be acting out a mystery from their characters' perspective, but to the players it isn't actually a mystery anymore, it's the group collectively acting as authors for a mystery [I]someone else[/I] could experience by reading through a written-down description of what they did. Or, there could be a fact of the matter...but that fact of the matter could be retconned (usually a GM action, but could be a PC action in some games), a form of non-mechanical fudging, in order to heighten tension or the like, but this undercuts the players-solving-a-mystery process because they can't actually understand or analyze the evidence, because what was [I]genuinely[/I] reliable and valid evidence one moment becomes false, invalid evidence [I]without any way for them to know this happened[/I]. More or less, in an absolutely rigidly "no-myth" game, I'm saying you can't truly [I]solve[/I] a mystery as a player, just as (for example) the character playing [I]Sherlock Holmes[/I] in an adaptation of (say) [I]The Hound of the Baskervilles[/I] cannot himself be "solving the mystery of the Hound of the Baskervilles" because what he's doing isn't mystery-solving, it's "portraying a character who is trying to solve a mystery". It's why I don't run a [I]rigidly[/I] "no-myth" game with my DW group--and why I don't think DW (or, indeed, most PbtA games, nor most adjacent games like FitD stuff) actually are [I]completely 100%[/I] "no-myth" systems. There can be a little myth, but if there is, it needs to be serving a specific and valid purpose; one of those purposes is to craft a mystery-solving experience where the players are not just "portraying a detective doing a mystery-solve", but [I]actually[/I] solving a mystery themselves in the process, just as most mystery-solving experiences are about solving a fictional mystery established by someone else (unless it's your job to solve IRL mysteries, of course.)[I][/I] [/QUOTE]
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