LostSoul
Adventurer
It's hard to know what Monte means when he says "shared reality".
I think he (and Vincent) are missing out - or perhaps just not stating - another element of RPG rules: they assign different values to different choices. That's how you build a game, I guess.
That's roleplaying, sure. You don't need rules to roleplay: "Imagine you are your garbageman" doesn't seem like a rule to me. That's where the game part comes in:
"Imagine you are your garbageman who has a limited amount of time to pick up garbage. If you go over that amount of time, you lose your job. If you don't pick up garbage from this route over here, you lose your job. If you don't pick up garbage from this route over here, no one cares. The more garbage you pick up, the greater chance there is that you will get a bump in pay. Here's the map; what do you do?"
"No Bob, your fighter doesn't attack the monster, instead he wets his pants, drops his magic sword, and runs for the hills."
Now imagine that in a (dark ages) Call of Cthulhu game.
Think about the rules that make the DM's role different from the player's. Are those rules there to model stuff in the game world?
I think he (and Vincent) are missing out - or perhaps just not stating - another element of RPG rules: they assign different values to different choices. That's how you build a game, I guess.
I'd say that roleplaying is playing a role. That is, it's getting immersed in the character, getting into that character's mindset, and making decisions purely as that character. I know you disagree. I'm okay with that.
That's roleplaying, sure. You don't need rules to roleplay: "Imagine you are your garbageman" doesn't seem like a rule to me. That's where the game part comes in:
"Imagine you are your garbageman who has a limited amount of time to pick up garbage. If you go over that amount of time, you lose your job. If you don't pick up garbage from this route over here, you lose your job. If you don't pick up garbage from this route over here, no one cares. The more garbage you pick up, the greater chance there is that you will get a bump in pay. Here's the map; what do you do?"
Yeah, I suppose it a really roundabout way. When I'm running a game, when I say that something is true in the game, it's true in the game. When someone else is running a game, the same is true when they say it.
If a player disagrees with me, I'm willing to hear him out, but I make the call, not him. If I rule that something's true, and he disagrees, he has two options: accept it but not like it, or leave the game. So, yeah, he either accepts it and is in the game, or he doesn't accept it (and is no longer playing the game). I'm not sure why that specifically needs to be stated, though, as it seems self-evident to me. Then again, it's just for my style, and this wouldn't be true of much more narrative play styles.
"No Bob, your fighter doesn't attack the monster, instead he wets his pants, drops his magic sword, and runs for the hills."
Now imagine that in a (dark ages) Call of Cthulhu game.
Yeah, no. They exist to model stuff in the game world, as well as to give a common ground to everyone at the table, PC and GM alike. What he's saying is true of a more narrative play style, but it's most certainly wrong as a blanket statement (much like what I think you're saying is the case about Monte Cook).
Think about the rules that make the DM's role different from the player's. Are those rules there to model stuff in the game world?