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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Hussar" data-source="post: 7609378" data-attributes="member: 22779"><p>OTOH, it is not sophistry or equivocation to point out that in role play we distinguish between in character and out of character speech. Something you would never do in a conversation. You would, however, make that distinction in a literary sense - narrator and narrative. The constant switching between first and third person is also something you typically don't do in a conversation about yourself. </p><p></p><p>Well, not often anyway. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I'm just not seeing the parallel between conversation and what we do when we play an RPG. Other than turn taking and back and forth, it generally isn't a conversation. It's too artificial. Playing in first person, you are choosing language, not based on what you, the player would say, but, what you the player think that your character would say which is far closer to an author writing dialogue than someone talking to a friend.</p><p></p><p>As I said earlier, the distinction between IC and OOC speech makes playing an RPG very different than conversation. Sure, at some points, you'll be having a conversation with your GM and the other players, but, generally speaking, that's usually OOC. When it comes to IC speech and actions, there is always the filter of the character that will alter what is said and done by the player. A filter that isn't present in a conversation.</p><p></p><p>Never minding players who take actions that are deliberately self destructive in order to make the game more interesting. Or, really, these actions don't even need to be self destructive. If the player is doing or saying X, because the player thinks that X will result in a more interesting situation, then it's no longer simply conversation - it's authorship. There are many games out there that deliberately reward a player for choosing the less optimal option but more interesting.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7609378, member: 22779"] OTOH, it is not sophistry or equivocation to point out that in role play we distinguish between in character and out of character speech. Something you would never do in a conversation. You would, however, make that distinction in a literary sense - narrator and narrative. The constant switching between first and third person is also something you typically don't do in a conversation about yourself. Well, not often anyway. :D I'm just not seeing the parallel between conversation and what we do when we play an RPG. Other than turn taking and back and forth, it generally isn't a conversation. It's too artificial. Playing in first person, you are choosing language, not based on what you, the player would say, but, what you the player think that your character would say which is far closer to an author writing dialogue than someone talking to a friend. As I said earlier, the distinction between IC and OOC speech makes playing an RPG very different than conversation. Sure, at some points, you'll be having a conversation with your GM and the other players, but, generally speaking, that's usually OOC. When it comes to IC speech and actions, there is always the filter of the character that will alter what is said and done by the player. A filter that isn't present in a conversation. Never minding players who take actions that are deliberately self destructive in order to make the game more interesting. Or, really, these actions don't even need to be self destructive. If the player is doing or saying X, because the player thinks that X will result in a more interesting situation, then it's no longer simply conversation - it's authorship. There are many games out there that deliberately reward a player for choosing the less optimal option but more interesting. [/QUOTE]
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