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Is RPGing a *literary* endeavour?
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<blockquote data-quote="pemerton" data-source="post: 7618604" data-attributes="member: 42582"><p>When I posted I wasn't thinking of DW, but since starting the thread I was reading the AW rules seriously and I think I posted somewhere upthread the passage from AW where Vincent Baker talks about the game as conversation.</p><p></p><p>It's on pp 11-12:</p><p></p><p style="margin-left: 20px">[R]oleplaying is a conversation. You and the other players go back and forth, talking about these fictional characters in their fictional circumstances doing whatever it is that they do. Like any conversation, you take turns, but it’s not like taking turns, right? Sometimes you talk over each other, interrupt, build on each others’ ideas, monopolize. All fine.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">All these rules do is mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The rule for moves is <strong>to do it, do it</strong>. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.</p><p></p><p>But I think a lot of games are quite similar in their basic dynamic, although their rules/"move" structures are different. Classic Traveller works like this, for instance.</p><p></p><p>The main difference - in this respect - between the AW move structure and some other systems like (say) 4e D&D and Burning Wheel is that the latter have a "say 'yes' or roll the dice" structure - which isn't quite the same as "If you do it, you do it."</p></blockquote><p></p>
[QUOTE="pemerton, post: 7618604, member: 42582"] When I posted I wasn't thinking of DW, but since starting the thread I was reading the AW rules seriously and I think I posted somewhere upthread the passage from AW where Vincent Baker talks about the game as conversation. It's on pp 11-12: [indent][R]oleplaying is a conversation. You and the other players go back and forth, talking about these fictional characters in their fictional circumstances doing whatever it is that they do. Like any conversation, you take turns, but it’s not like taking turns, right? Sometimes you talk over each other, interrupt, build on each others’ ideas, monopolize. All fine. All these rules do is mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after. . . . When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does. The rule for moves is [B]to do it, do it[/B]. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.[/indent] But I think a lot of games are quite similar in their basic dynamic, although their rules/"move" structures are different. Classic Traveller works like this, for instance. The main difference - in this respect - between the AW move structure and some other systems like (say) 4e D&D and Burning Wheel is that the latter have a "say 'yes' or roll the dice" structure - which isn't quite the same as "If you do it, you do it." [/QUOTE]
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