Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 8984209" data-attributes="member: 71699"><p>Other than formalists, of course. I go by what I read in games studies papers and forums discussing games. Often I read folk talking about a game as if there is a right way to play and other ways don't count as playing the game (the formalist position, essentially.) They often also seem to fail to notice the benefits of considering incorrect or abnormal ways to play.</p><p></p><p>It's true that there has been an increasingly strong voice given to the view that there are multiple "right" ways to play TTRPGs. Formalist positions seem more common in relation to the rules of sports. Perhaps because of the stakes involved.</p><p></p><p></p><p>In discussion on rules and meaning there's certainly a notion that it ought to be possible to not follow the rule, but what of constitutive rules?</p><p></p><p>Constitutive rules are necessitated in order to constitute the activity, not because there are choices as to conduct. Without the rule, there would be no conduct that counted as the constituted activity.</p><p></p><p></p><p>What counts then as incorrect play, if anything? It's so far been suggested that it is where norms prevail in a group and a participant transgresses those norms. Based on their prevailing norms, the group sees what the constituted activity ought to look like. When they see something that does not look like that, they call it incorrect.</p><p></p><p>For a constitutive rule - where the activity did not preexist the rule - how did anyone know the proper way? I think they base it on how they have followed previous rules, and the designer's advice if any.</p><p></p><p>From there, it can become hard for them to see that incorrect play is not always a case of the transgressor seeing their "proper" way to play the rule, and playing it improperly. What they call incorrect play includes the case where their supposed transgressor sees a different proper way to play the rule, and plays it - that way - properly. This is what I was getting at. The implications are useful, for example both aspects (norms to rely on, rule novation) facilitate game design.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8984209, member: 71699"] Other than formalists, of course. I go by what I read in games studies papers and forums discussing games. Often I read folk talking about a game as if there is a right way to play and other ways don't count as playing the game (the formalist position, essentially.) They often also seem to fail to notice the benefits of considering incorrect or abnormal ways to play. It's true that there has been an increasingly strong voice given to the view that there are multiple "right" ways to play TTRPGs. Formalist positions seem more common in relation to the rules of sports. Perhaps because of the stakes involved. In discussion on rules and meaning there's certainly a notion that it ought to be possible to not follow the rule, but what of constitutive rules? Constitutive rules are necessitated in order to constitute the activity, not because there are choices as to conduct. Without the rule, there would be no conduct that counted as the constituted activity. What counts then as incorrect play, if anything? It's so far been suggested that it is where norms prevail in a group and a participant transgresses those norms. Based on their prevailing norms, the group sees what the constituted activity ought to look like. When they see something that does not look like that, they call it incorrect. For a constitutive rule - where the activity did not preexist the rule - how did anyone know the proper way? I think they base it on how they have followed previous rules, and the designer's advice if any. From there, it can become hard for them to see that incorrect play is not always a case of the transgressor seeing their "proper" way to play the rule, and playing it improperly. What they call incorrect play includes the case where their supposed transgressor sees a different proper way to play the rule, and plays it - that way - properly. This is what I was getting at. The implications are useful, for example both aspects (norms to rely on, rule novation) facilitate game design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
Top