TwoSix
Everyone's literal second-favorite poster
"It's elves! Lembas is made of elves!!"Well, the /say/ it's made from SOY and LENTils....
"It's elves! Lembas is made of elves!!"Well, the /say/ it's made from SOY and LENTils....
But the mere fact that it is possible is an afront to purist-for-system play, because the fact of its possibiity shows that the game rules are violating ingame causality (on the premise that we know that, in game, the peasant railgun is in fact causally impossible).
"It's elves! Lembas is made of elves!!"
Vincent Baker said:Hey, some RPG theory, how about? While we're waiting for me to actually make something.
A game has procedures. Procedures are things like "on your turn, choose a legal card from your hand and play it," "when your character gets into a fight, roll 2d6 and add your Combat Value," and "to make your meeple on the screen jump, push the A button."
A game has components. Components are things like a deck of cards and scratch paper to keep score, a conversation and character sheets and dice, and a controller plus a meeple in a level full of stuff on a screen.
A game has an object, or more than one, or none. Objects are things like "at the end of any hand, if anybody's reached 100 points or more, the game ends, and the player with the lowest score wins," "make the imaginary world vivid, make the characters' lives exciting, and play to find out what happens," and "run your meeple all the way to the end of the level without dying."
Together, these three things are a complete game. When you're making a game, you create its procedures, its components, and its object-or-objects-or-none. Then you publish.
But a game also has strategy and style. Strategy and style are implicit in the relationship between the other three, emerge from the other three, or lay over the other three without changing them.
On your turn, which of your legal cards do you choose to play?
When the GM turns to you and asks you what your character does, what do you choose to say?
At every moment of play, do you choose to push the A button now? Or what?
Take my game Murderous Ghosts. Murderous Ghosts has:
- Procedures. Two little books full of almost nothing but procedures, in fact.
- Components. The two books, the deck of cards, the conversation between the players.
- An object. If the explorer escapes unmurdered, the explorer player wins.
The strategy of Murderous Ghosts is really fun. It is, at heart, a gambling game, and a string of bad luck might always see you murdered. But if you play well, you can time your draws so that you make your riskiest draws when the stakes are lowest and your safest draws when the stakes are high. Meanwhile, the ghost player is trying to mislead you about which draws are low-stakes and high-stakes, to make you misstep. But the game text doesn't include any mention of this, it leaves you to learn your own way forward.
And then tucked into the back of the ghost player's book, there are two short essays: "What Ghosts Do" and "What Ghosts Are." These are pure style. Their purpose is to inspire the ghost player to say scary and ever-scarier things. In fact, while they include some assertions and an instruction or two, they're both over 50% made of pointed questions: "Is this ghost reenacting the horrors that it inflicted on others in life, or will it inflict on others the horrors that it suffered?"
You could play the game, see its procedures fully through, win and lose, and even enact strategies to try to win more and lose less, without ever reading these two essays.
Everybody with me? Procedures, components, object-or-objects-or-none, strategy, and style?
As I said upthread, I think it's a matter of degree.If this is indeed the requirements for a purist-for-system player, then I think you're arguing for that purism-for-system is an impossible pipe dream.
Can you elaborate on this?I prefer the way Baker puts it because it doesn't attach degree of meaningfulness to either strategy or style.
Ennh...I'm not sure RPG rules are the sort of thing that the incompleteness theorem _has to_ apply to. That is, many of the more low-resolution _or_ narrative/story-focused systems simply cannot create such an instance. Its the attempt to create some kind of physical model of the fictional world with a one-to-one correspondence of mechanic to event that causes the problem, AFAICT.Again, I feel this is a demonstration of Gödel's incompleteness theorem - how a system cannot ever resolve all situations that appear in the system. You will ALWAYS have these phenomena, the question is just how convoluted rules you arr willing to accept for an incremental reduction in the frequency with which such inconsistencies appear.
Has anyone ever actually had a peasant railgun appear in play?
Tolkien may well not have troubled himself about the matter, being concerned with literary rules, and roleplayers need not trouble themselves, either. But those who explicitly want to play in a defined game world are also free to assume that there exists some explanation of these matters. If you start from the point that Middle Earth must be consistent/coherent, then it follows that there must be some aspect of the world's physics that allows for faerie queens and lembas and elves living with no apparent agriculture or whatever.
A key feature to realise with this approach, though, is that it makes no sense to say that "the elves existing like this is impossible". Tolkien said they exist like this, ergo they must exist like this. Whatever the axioms of the literary/game world may be, they MUST be such as to allow th elves of Lothlorien. This occupies the same conceptual space as an observation in real science. In other words, if the "theory" (= game rules) disagree with the observed world (= as written by Tolkien) then it's the theory that is wrong. If this means that Middle Earth's axioms cannot be those of the real world, then so be it. Any set of "physical outcomes" rules for Middle Earth that allows everything that Tolkien wrote to be true could be used as game-world axioms for a Middle Earth RPG in PFS style. That is, of course, not the only way to roleplay in Tolkien's Middle Earth.
Ennh...I'm not sure RPG rules are the sort of thing that the incompleteness theorem _has to_ apply to. That is, many of the more low-resolution _or_ narrative/story-focused systems simply cannot create such an instance. Its the attempt to create some kind of physical model of the fictional world with a one-to-one correspondence of mechanic to event that causes the problem, AFAICT.
Can you elaborate on this?