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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="howandwhy99" data-source="post: 6732134" data-attributes="member: 3192"><p>That's exactly what the borders are for the Big Model. In it, Tetris is scene shifting to create a narrative, or some such BS.</p><p></p><p>Roleplaying is treated as a synonym for storytelling by that crowd. Not performing a social role.</p><p></p><p>Games are simply patterns existent in the world which we treat accordingly within the culture of games. We decipher the pattern to achieve goals in it. "Race you to that tree!" or per your own history of the term "game": Betting on the odds of a random even with a design to it. Atheletes vying against each other in contests with predefined goals to be achieved. Hunters seeking game. All of these things are real, not expressions of truth or falseness. It's language which can get in the way.</p><p></p><p>I'm saying source doesn't matter. A garden maze is a made up game real as it is, but so is a forest when we treat it like game. </p><p></p><p>(I take this to have meant "game(r) plays")</p><p>The indie population at large found god somehow and needed to tell others what to believe, what they were *really* doing. "You're telling a story!" That it is steeped in revolutionary phrases and banners is obvious. What are they revolting against? What must be overturned?</p><p></p><p>The first was Palace of the Vampire Queen 1975, TSR's first was in Blackmoor Supplement 2. </p><p></p><p>Of course we need modules to play. In the early years people ran the same modules many times over having to get more creative with them to challenge the same players again. The Keep on the Borderlands in the icy north. Lost in a jungle. Etc.</p><p></p><p>You wanted evidence of intention in the design of D&D. Screens are evidence. Modules are evidence. Quotes in responses to other posters in this thread include more evidence. That you deny screens and other game components as unnecessary doesn't disprove their need in the actual game.</p><p></p><p>Each player scores points separately. Each succeeds individually. The game is cooperative because players can work together to score points better when working as a group. The game is a cooperative game, not a collaborative one. And if you've played modules you know modules aren't "episodic" but continually transitioning as the game is played. Even if you clear a dungeon level, you need to fight to keep the monsters from repopulating it. The modules never go away, but are simply tightly balanced designs within the larger game. (of course, so too are the PCs, monsters, treasure...)</p><p></p><p>The redefining of an RPG as a storygame, to the point even you don't seem to remember or understand what RPGing is.</p><p></p><p>Okay, but that is well known as being a campaign destroying module. "You are trapped in ice for 1000s of years". Wow! We might as well just quit the game. Maybe someone could have come from a previous time and then began class training when they arrived in the campaign, pre-game stuff, but UK1's design is a campaign ender.</p><p></p><p>Games are fantasy because they include people, the ideas in their minds. Fiction is a term about stories. </p><p></p><p>Check it over again, The Big Model claims to be a theory on what every game is. If you can't find it, ask someone in the know.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6732134, member: 3192"] That's exactly what the borders are for the Big Model. In it, Tetris is scene shifting to create a narrative, or some such BS. Roleplaying is treated as a synonym for storytelling by that crowd. Not performing a social role. Games are simply patterns existent in the world which we treat accordingly within the culture of games. We decipher the pattern to achieve goals in it. "Race you to that tree!" or per your own history of the term "game": Betting on the odds of a random even with a design to it. Atheletes vying against each other in contests with predefined goals to be achieved. Hunters seeking game. All of these things are real, not expressions of truth or falseness. It's language which can get in the way. I'm saying source doesn't matter. A garden maze is a made up game real as it is, but so is a forest when we treat it like game. (I take this to have meant "game(r) plays") The indie population at large found god somehow and needed to tell others what to believe, what they were *really* doing. "You're telling a story!" That it is steeped in revolutionary phrases and banners is obvious. What are they revolting against? What must be overturned? The first was Palace of the Vampire Queen 1975, TSR's first was in Blackmoor Supplement 2. Of course we need modules to play. In the early years people ran the same modules many times over having to get more creative with them to challenge the same players again. The Keep on the Borderlands in the icy north. Lost in a jungle. Etc. You wanted evidence of intention in the design of D&D. Screens are evidence. Modules are evidence. Quotes in responses to other posters in this thread include more evidence. That you deny screens and other game components as unnecessary doesn't disprove their need in the actual game. Each player scores points separately. Each succeeds individually. The game is cooperative because players can work together to score points better when working as a group. The game is a cooperative game, not a collaborative one. And if you've played modules you know modules aren't "episodic" but continually transitioning as the game is played. Even if you clear a dungeon level, you need to fight to keep the monsters from repopulating it. The modules never go away, but are simply tightly balanced designs within the larger game. (of course, so too are the PCs, monsters, treasure...) The redefining of an RPG as a storygame, to the point even you don't seem to remember or understand what RPGing is. Okay, but that is well known as being a campaign destroying module. "You are trapped in ice for 1000s of years". Wow! We might as well just quit the game. Maybe someone could have come from a previous time and then began class training when they arrived in the campaign, pre-game stuff, but UK1's design is a campaign ender. Games are fantasy because they include people, the ideas in their minds. Fiction is a term about stories. Check it over again, The Big Model claims to be a theory on what every game is. If you can't find it, ask someone in the know. [/QUOTE]
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