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Is 4E coherent, incoherent or abashed? (RPG theory stuff inside)
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<blockquote data-quote="pawsplay" data-source="post: 4269946" data-attributes="member: 15538"><p>This is what I've been hashing out:</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=228449" target="_blank">http://www.enworld.org/showthread.php?t=228449</a></p><p></p><p>A whatever-you-call-this-based interpretation of those quotes.</p><p></p><p><em>PHP p.8 : When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character.</em></p><p></p><p>This is obviously the immersive persona. It even uses the phrase "as if."</p><p></p><p>However, on p.18 (PHB) we find this: D<em>&D is a roleplaying game but not necessarily an exercise in improvisational theater. Sometimes, the role you play is defender or leader—the character you’re playing is engaged in combat and has a job to do so that your team comes out victorious.</em></p><p></p><p>D&D has a specific plan to fulfill the expectations of excitement. </p><p></p><p>On PHP p.6 we find : <em>The adventure is the heart of the D&D game. It’s like a fantasy movie or novel, except the characters that you and your friends create are the stars of the</em></p><p><em>story.</em></p><p></p><p>D&D fulfills the narrative principle of consisting of a series of logically linked events. It engages the players by imitating the tropes of fantasy movies and novels.</p><p></p><p>DMG p4 : <em>Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she doesn’t want the player characters to fail any more than the other players do.</em></p><p></p><p>DMG p4 : <em>The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead. </em> </p><p></p><p>D&D explicitly recognizes the goal of a flow experience. D&D uses victory over obstacles and monsters as a way of fulfilling the expectation of excitement.</p><p></p><p>Metagame section on p. 15 (DMG) : <em>Discourage this by giving players a gentle verbal reminder: “But what do your characters think?” </em> </p><p></p><p>Characters are expected to be role-played properly. But as always, authorship resides in the players.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4269946, member: 15538"] This is what I've been hashing out: [url]http://www.enworld.org/showthread.php?t=228449[/url] A whatever-you-call-this-based interpretation of those quotes. [I]PHP p.8 : When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character.[/I] This is obviously the immersive persona. It even uses the phrase "as if." However, on p.18 (PHB) we find this: D[I]&D is a roleplaying game but not necessarily an exercise in improvisational theater. Sometimes, the role you play is defender or leader—the character you’re playing is engaged in combat and has a job to do so that your team comes out victorious.[/I] D&D has a specific plan to fulfill the expectations of excitement. On PHP p.6 we find : [I]The adventure is the heart of the D&D game. It’s like a fantasy movie or novel, except the characters that you and your friends create are the stars of the story.[/I] D&D fulfills the narrative principle of consisting of a series of logically linked events. It engages the players by imitating the tropes of fantasy movies and novels. DMG p4 : [I]Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she doesn’t want the player characters to fail any more than the other players do.[/I] DMG p4 : [I]The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead. [/I] D&D explicitly recognizes the goal of a flow experience. D&D uses victory over obstacles and monsters as a way of fulfilling the expectation of excitement. Metagame section on p. 15 (DMG) : [I]Discourage this by giving players a gentle verbal reminder: “But what do your characters think?” [/I] Characters are expected to be role-played properly. But as always, authorship resides in the players. [/QUOTE]
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