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How much control do DMs need?
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<blockquote data-quote="clearstream" data-source="post: 8998127" data-attributes="member: 71699"><p>My aim was to engage with the poster's analogy. What I think other posters are saying is that D&D is not a tool that can be operationalized in only one way like say a grout rake (I haven't yet thought of any uses for a grout rake other than raking grout... but who knows really.) The game text by design can be operationalized in many ways.</p><p></p><p>That means that if I say "Isn't that exactly the same as D&D" it might not be. Because the operationalization of the D&D tool or game-as-artifact that I'm picturing and that will be productive of my D&D play or game-as-played might be different from that which they are picturing. Just as one cannot predict that a given use of Photoshop will produce a fauvist artwork. (And equally, just as failure to produce a fauvist artwork on this occasion doesn't make Photoshop a bad tool.)</p><p></p><p></p><p>I might have missed that part, but I suspect the whole thing is deeply confounded. Play by <em>which way of grasping and upholding</em> the rules. Reject which rules<em> taking into account how one expects to grasp and uphold those</em>?</p><p></p><p>One way I think about it is this. Suppose I have an <strong>ur-rule </strong>that says follow or don't follow other rules according to my principles. And suppose further that I haven't written down my principles <em>and yet I feel like I know what they are</em>. Feeling like one knows what ones principles are is to my observation pretty common, and yet if one asks questions it's quickly obvious that there are a lot of differing principles in play and folk don't <em>clearly</em> know what they are. They're fuzzy, flexible, complexly conditional. And suppose further that my ur-rule (the one bolded) says that what I should understand those other rules to entail also depends on my principles. Thus, overall I should grasp and uphold the rules according to my principles.</p><p></p><p>Most folk follow an ur-rule like that in their approach to TTRPG. Some game designers write out a list of principles they want to put folk in mind of. D&D doesn't. That directly and unavoidably implies that D&D resists common definition.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8998127, member: 71699"] My aim was to engage with the poster's analogy. What I think other posters are saying is that D&D is not a tool that can be operationalized in only one way like say a grout rake (I haven't yet thought of any uses for a grout rake other than raking grout... but who knows really.) The game text by design can be operationalized in many ways. That means that if I say "Isn't that exactly the same as D&D" it might not be. Because the operationalization of the D&D tool or game-as-artifact that I'm picturing and that will be productive of my D&D play or game-as-played might be different from that which they are picturing. Just as one cannot predict that a given use of Photoshop will produce a fauvist artwork. (And equally, just as failure to produce a fauvist artwork on this occasion doesn't make Photoshop a bad tool.) I might have missed that part, but I suspect the whole thing is deeply confounded. Play by [I]which way of grasping and upholding[/I] the rules. Reject which rules[I] taking into account how one expects to grasp and uphold those[/I]? One way I think about it is this. Suppose I have an [B]ur-rule [/B]that says follow or don't follow other rules according to my principles. And suppose further that I haven't written down my principles [I]and yet I feel like I know what they are[/I]. Feeling like one knows what ones principles are is to my observation pretty common, and yet if one asks questions it's quickly obvious that there are a lot of differing principles in play and folk don't [I]clearly[/I] know what they are. They're fuzzy, flexible, complexly conditional. And suppose further that my ur-rule (the one bolded) says that what I should understand those other rules to entail also depends on my principles. Thus, overall I should grasp and uphold the rules according to my principles. Most folk follow an ur-rule like that in their approach to TTRPG. Some game designers write out a list of principles they want to put folk in mind of. D&D doesn't. That directly and unavoidably implies that D&D resists common definition. [/QUOTE]
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