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Is RPGing a *literary* endeavour?
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<blockquote data-quote="pemerton" data-source="post: 7611484" data-attributes="member: 42582"><p>Yeah, I didn't expect this thread to be a debate about the meaning and scope of the term "literary".</p><p></p><p>I thought it might be a discussion about whether or not <em>wordcraft</em> is a principal or essential means of evoking emotional responses in a RPG. The point of my OP is to deny such a claim. On the other hand, I believe that [MENTION=22779]Hussar[/MENTION] affirms such a claim, as does [MENTION=48965]Imaro[/MENTION]. I'm frankly not sure what [MENTION=23751]Maxperson[/MENTION] thinks about it.</p><p></p><p>This isn't true at all. Unless you've changed your mind, upthread you asserted that the use of wordcraft and associated performance is a key means of promoting emotional responses in RPGing. Which is what I am disagreeing with.</p><p></p><p>************************</p><p></p><p>On the issue of "playstyle arguments/agendas", which has been flagged by [MENTION=85555]Bedrockgames[/MENTION] and [MENTION=1282]darkbard[/MENTION]: I think (and hope) it's obvious that my OP is putting forward a view about where the aesthetic merit and aeshetic power of RPGIng lies, and therefore a view about what the point of RPGing ultimately is.</p><p></p><p>I recognise that others will disagree. That's not uncommon in critical discussions.</p><p></p><p>I'm not 100% sure that I agree with Eagleton that these "deep structures" of aesthetic evaluation correlate to, or express, social power relations and any resultant ideologies. That's a further, and harder, question. But as I posted upthread in reply to [MENTION=5142]Aldarc[/MENTION], I do think that these aesthetic preferences can be connected to broader trends in RPG design and RPG play.</p><p></p><p>Some of [MENTION=22779]Hussar[/MENTION]'s posts (about "plot wagons", and criticising player passivity) seem to me to imply a conception of RPGing where the GM brings the story and the players bring the expressive energy. Now maybe that's wrong, and Hussar is welcome to correct me if it is. But that conception of RPGing that I'm seeing there, even if not Hussar's, is I think quite a widespread one. I would associate it classicaly with White Wolf, Ravenloft and Dragonlance, and also with more contemporary "story-oriented" D&D.</p><p></p><p>And it's what I'm pushing against in my OP.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7611484, member: 42582"] Yeah, I didn't expect this thread to be a debate about the meaning and scope of the term "literary". I thought it might be a discussion about whether or not [i]wordcraft[/i] is a principal or essential means of evoking emotional responses in a RPG. The point of my OP is to deny such a claim. On the other hand, I believe that [MENTION=22779]Hussar[/MENTION] affirms such a claim, as does [MENTION=48965]Imaro[/MENTION]. I'm frankly not sure what [MENTION=23751]Maxperson[/MENTION] thinks about it. This isn't true at all. Unless you've changed your mind, upthread you asserted that the use of wordcraft and associated performance is a key means of promoting emotional responses in RPGing. Which is what I am disagreeing with. ************************ On the issue of "playstyle arguments/agendas", which has been flagged by [MENTION=85555]Bedrockgames[/MENTION] and [MENTION=1282]darkbard[/MENTION]: I think (and hope) it's obvious that my OP is putting forward a view about where the aesthetic merit and aeshetic power of RPGIng lies, and therefore a view about what the point of RPGing ultimately is. I recognise that others will disagree. That's not uncommon in critical discussions. I'm not 100% sure that I agree with Eagleton that these "deep structures" of aesthetic evaluation correlate to, or express, social power relations and any resultant ideologies. That's a further, and harder, question. But as I posted upthread in reply to [MENTION=5142]Aldarc[/MENTION], I do think that these aesthetic preferences can be connected to broader trends in RPG design and RPG play. Some of [MENTION=22779]Hussar[/MENTION]'s posts (about "plot wagons", and criticising player passivity) seem to me to imply a conception of RPGing where the GM brings the story and the players bring the expressive energy. Now maybe that's wrong, and Hussar is welcome to correct me if it is. But that conception of RPGing that I'm seeing there, even if not Hussar's, is I think quite a widespread one. I would associate it classicaly with White Wolf, Ravenloft and Dragonlance, and also with more contemporary "story-oriented" D&D. And it's what I'm pushing against in my OP. [/QUOTE]
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