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King Lear is just English words put in order: Expertise, Knowledge, and RPGs
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<blockquote data-quote="Fenris-77" data-source="post: 7932159" data-attributes="member: 6993955"><p>I do, but it's still pretty raw (har har). Propositions are the gateways through which players effect changes on the shared diagetic space. If we picture the rules like a keyboard then 'doing things' in an RPG involves pushing a button and saying the magic words. Pushing that button may or may not specify that the randomization mechanic in the rules, if any, need to be engaged. Lets assume for a moment that we are talking about actions with 'real/important/dramatic' consequences, which would in almost every case involve the random element be engaged with the button push. So we push the button, say the words, and hope for the best.</p><p></p><p>Sometime the words are easy, like <em>I attack the Orc with the sword, </em>and sometimes they are more difficult, like <em>I try to talk my way past the guard by flashing some calf and giving him the bedroom eyes</em>. The use of 'difficult' and 'easy' there indexes systemic differences more than anything else, as most system cover the first quite well, and many fail to cover the second in enough detail to make some people happy.</p><p></p><p>In both cases a TTRPG has a method or mechanic to explain how that proposition affects the fiction (diagetic frame). Some games are very much up front about this part, like PtbA, regardless of "pillar', while some games excel in some cases and fall flat in others. In both cases though a TTRPG will return a proposition about the nature of the changed diagetic state. At that point the game passes back to the player(s), who now decide what additional proposition or propositions to make based on the changed diagetic state. This is all very PbtA btw, as I'm sure some of you realized quite quickly, but I think it can be applied more broadly. </p><p></p><p>The propositions themselves can be discussed without falling entirely into the diagetic frame though, because they directly index both rules and player. Hence my description of this space as liminal, or existing between the players, rules, and diagetic frame. </p><p></p><p>Like I said, it's rough, but I think there's something there.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7932159, member: 6993955"] I do, but it's still pretty raw (har har). Propositions are the gateways through which players effect changes on the shared diagetic space. If we picture the rules like a keyboard then 'doing things' in an RPG involves pushing a button and saying the magic words. Pushing that button may or may not specify that the randomization mechanic in the rules, if any, need to be engaged. Lets assume for a moment that we are talking about actions with 'real/important/dramatic' consequences, which would in almost every case involve the random element be engaged with the button push. So we push the button, say the words, and hope for the best. Sometime the words are easy, like [I]I attack the Orc with the sword, [/I]and sometimes they are more difficult, like [I]I try to talk my way past the guard by flashing some calf and giving him the bedroom eyes[/I]. The use of 'difficult' and 'easy' there indexes systemic differences more than anything else, as most system cover the first quite well, and many fail to cover the second in enough detail to make some people happy. In both cases a TTRPG has a method or mechanic to explain how that proposition affects the fiction (diagetic frame). Some games are very much up front about this part, like PtbA, regardless of "pillar', while some games excel in some cases and fall flat in others. In both cases though a TTRPG will return a proposition about the nature of the changed diagetic state. At that point the game passes back to the player(s), who now decide what additional proposition or propositions to make based on the changed diagetic state. This is all very PbtA btw, as I'm sure some of you realized quite quickly, but I think it can be applied more broadly. The propositions themselves can be discussed without falling entirely into the diagetic frame though, because they directly index both rules and player. Hence my description of this space as liminal, or existing between the players, rules, and diagetic frame. Like I said, it's rough, but I think there's something there. [/QUOTE]
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