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Monte Cook on what rules are for
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<blockquote data-quote="I'm A Banana" data-source="post: 5716244" data-attributes="member: 2067"><p>How are they not?</p><p></p><p>I say "Lets play cops and robbers, I am a robber and you are the cop!" and I have set up rules that form the basis of a "shared reality" between you and I. I don't think "shared reality" is the best term when really the concept is more that the rules define <em>the game</em>. </p><p></p><p>If I don't say that I am a robber and you are a cop, and I just say "Lets play cops and robbers!", we don't yet really have a game. We've got a proposal. </p><p></p><p>Games are defined by rules. It is what they are at a most basic level.</p><p></p><p></p><p></p><p><em>Portal</em> would have words with you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>...."I'm a robber, you're a cop!", followed by "OK!" is negotiating the rules of the game by defining the roles, sure. And in as much as those are our imaginary roles, that is negotiated imagination. Nothing yet contradicts what Monte has said. </p><p></p><p></p><p></p><p>Sort of? I wouldn't say that is their function as much as I would say that is their effect. It's a necessary effect for a game (when viewed at a very meta-level), but their <em>function</em> is to create an enjoyable game. If maybe you want to be the robber and I say "I'm the robber, you're the cop!", then the rules need to change, and we need to agree to a different "shared reality," or else the rules aren't functioning very well, since the game isn't enjoyable for you. </p><p></p><p>Part of the process of creating an enjoyable game is to define a shared world through the negotiation of its bounds. Or, to make it less heady and more clear: "I'm the robber, you're the cop!", and you agreeing means that we are playing a role-playing game in which that is true, and we will act as if that is true.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5716244, member: 2067"] How are they not? I say "Lets play cops and robbers, I am a robber and you are the cop!" and I have set up rules that form the basis of a "shared reality" between you and I. I don't think "shared reality" is the best term when really the concept is more that the rules define [I]the game[/I]. If I don't say that I am a robber and you are a cop, and I just say "Lets play cops and robbers!", we don't yet really have a game. We've got a proposal. Games are defined by rules. It is what they are at a most basic level. [I]Portal[/I] would have words with you. ;) ...."I'm a robber, you're a cop!", followed by "OK!" is negotiating the rules of the game by defining the roles, sure. And in as much as those are our imaginary roles, that is negotiated imagination. Nothing yet contradicts what Monte has said. Sort of? I wouldn't say that is their function as much as I would say that is their effect. It's a necessary effect for a game (when viewed at a very meta-level), but their [I]function[/I] is to create an enjoyable game. If maybe you want to be the robber and I say "I'm the robber, you're the cop!", then the rules need to change, and we need to agree to a different "shared reality," or else the rules aren't functioning very well, since the game isn't enjoyable for you. Part of the process of creating an enjoyable game is to define a shared world through the negotiation of its bounds. Or, to make it less heady and more clear: "I'm the robber, you're the cop!", and you agreeing means that we are playing a role-playing game in which that is true, and we will act as if that is true. [/QUOTE]
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