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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Aldarc" data-source="post: 7617700" data-attributes="member: 5142"><p>Considering your emphasis on interactionism as an integral part of the RPG process, where an important part of the gameplay is PCs interacting with the gameworld, I have been somewhat surprised by your position in this thread. From what I can tell, pemerton, is offering an incredibly pragmatic sense for the purpose of GM narration that is focused on aiding the player agency and decision-making process that is integral for an interactionist approach. Interactionism seems to hinge on players having a practical, informed sense of the scene. </p><p></p><p>I thought that this was fairly apparent early on when he says that they are a conversational endeavor entailing a back-and-forth between the GM and player contributing to the fiction through their relevant roles. I gleaned this fairly easily from actually reading the OP. </p><p></p><p>The meat of his assertion was that it's more important for the functioning of RPGs that information be communicated to players in a manner that informs and engages player agency in the fiction than for GMs to focus on the prosaic quality of the GM narration. </p><p></p><p>We could also rephrase pemerton's assertion in another way. What hurts the functioning of the game more? The loss of performative literary prosaic narration? Or players not having a sense of how to meaningfully react or contribute to the fiction in a scene as agents?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7617700, member: 5142"] Considering your emphasis on interactionism as an integral part of the RPG process, where an important part of the gameplay is PCs interacting with the gameworld, I have been somewhat surprised by your position in this thread. From what I can tell, pemerton, is offering an incredibly pragmatic sense for the purpose of GM narration that is focused on aiding the player agency and decision-making process that is integral for an interactionist approach. Interactionism seems to hinge on players having a practical, informed sense of the scene. I thought that this was fairly apparent early on when he says that they are a conversational endeavor entailing a back-and-forth between the GM and player contributing to the fiction through their relevant roles. I gleaned this fairly easily from actually reading the OP. The meat of his assertion was that it's more important for the functioning of RPGs that information be communicated to players in a manner that informs and engages player agency in the fiction than for GMs to focus on the prosaic quality of the GM narration. We could also rephrase pemerton's assertion in another way. What hurts the functioning of the game more? The loss of performative literary prosaic narration? Or players not having a sense of how to meaningfully react or contribute to the fiction in a scene as agents? [/QUOTE]
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