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General Tabletop Discussion
*TTRPGs General
Multiple "AI Art" Updates and Controversies in Tabletop Gaming
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<blockquote data-quote="clearstream" data-source="post: 9157859" data-attributes="member: 71699"><p>Conversely (or if you like, <em>additionally</em>), I find it an interesting statement.</p><p></p><p>Traditionally in games we've been somewhat committed to competition, and that has been very evidently overturned in some or much TTRPG. However, much TTRPG play is still committed to simulating violent competition (for survival and resources). It's interesting to ask - why is that fun, as well as <em>ought </em>that to be fun and <em>what else </em>is fun?</p><p></p><p>With competition set aside, what are the satisfactions of play? Among them may be playful responses. Traditionally in Western culture play has been treated as less serious than work, due to the latter being connected with survival. Responsive to [USER=6943731]@dragoner[/USER]'s comment, post-scarcity work would be no more serious than play. A thought that reappears in the writing of the American philosopher, Bernard Suits.</p><p></p><p>I think contemporary dissonances lead some to take refuge in the possibility of perfection in "delimited ludic time and space" but it seems impossible that such potted perfection can invade the whole of life, suggesting that if play is at some future time to become central to human activity then folk may have to tolerate far more chaos in the grasping and upholding of games than we do now; e.g. accept that game texts can have utility to purposes they do not share and can be read according to those purposes. TTRPG is a sub-category of games with if not <em>the </em>blurriest certainly very blurry edges when it comes to saying exactly what game each group will play.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9157859, member: 71699"] Conversely (or if you like, [I]additionally[/I]), I find it an interesting statement. Traditionally in games we've been somewhat committed to competition, and that has been very evidently overturned in some or much TTRPG. However, much TTRPG play is still committed to simulating violent competition (for survival and resources). It's interesting to ask - why is that fun, as well as [I]ought [/I]that to be fun and [I]what else [/I]is fun? With competition set aside, what are the satisfactions of play? Among them may be playful responses. Traditionally in Western culture play has been treated as less serious than work, due to the latter being connected with survival. Responsive to [USER=6943731]@dragoner[/USER]'s comment, post-scarcity work would be no more serious than play. A thought that reappears in the writing of the American philosopher, Bernard Suits. I think contemporary dissonances lead some to take refuge in the possibility of perfection in "delimited ludic time and space" but it seems impossible that such potted perfection can invade the whole of life, suggesting that if play is at some future time to become central to human activity then folk may have to tolerate far more chaos in the grasping and upholding of games than we do now; e.g. accept that game texts can have utility to purposes they do not share and can be read according to those purposes. TTRPG is a sub-category of games with if not [I]the [/I]blurriest certainly very blurry edges when it comes to saying exactly what game each group will play. [/QUOTE]
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Multiple "AI Art" Updates and Controversies in Tabletop Gaming
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