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My Attempt to Define RPG's - RPG's aren't actually Games
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<blockquote data-quote="pemerton" data-source="post: 7485138" data-attributes="member: 42582"><p>You're treating creation and set-up as synonyms, or at least as co-referring. But they're not. Some RPG set-up is not creation (eg choosing house rules, or optional rules, or whatever). And some RPG creation is not set-up (eg deciding, in response to failed Aura Reading check, that an angel feather is cursed).</p><p></p><p>And telling the players that they're at a market is not "the very definition of creating a scenario". In Moldvay Basic, a "scenario" is a premapped and pre-described dungeon, with some motivating backstory built in. In the DL modules, a "scenario" is a pre-authored sequence of events.</p><p></p><p> [MENTION=22779]Hussar[/MENTION] has described scenarios by reference to events eg "wooing the widow".</p><p></p><p><em>You are at a market. There is a seller of magical trinkets who claims to have an angel feather from the Bright Desert. What doyou do?</em> is not a scenario. It's a bare situation. It's not "game creation" - it's playing the game (ie the GM saying stuff about the PCs' situation, as a prelude to and invitation to the players saying stuff about what their PCs do).</p><p></p><p>Likewise <em>You come upon a Large Steading that Reeks of Smoke and Worse</em>. That turned out to be an invitation to make an ally of a giant shaman after trying to trick the giant chieftain by selling him his own ox. The existence of both ox and shaman were the result of successful player action declarations. Remind me what the "game creation" is here again, as opposed to the playing of the game?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7485138, member: 42582"] You're treating creation and set-up as synonyms, or at least as co-referring. But they're not. Some RPG set-up is not creation (eg choosing house rules, or optional rules, or whatever). And some RPG creation is not set-up (eg deciding, in response to failed Aura Reading check, that an angel feather is cursed). And telling the players that they're at a market is not "the very definition of creating a scenario". In Moldvay Basic, a "scenario" is a premapped and pre-described dungeon, with some motivating backstory built in. In the DL modules, a "scenario" is a pre-authored sequence of events. [MENTION=22779]Hussar[/MENTION] has described scenarios by reference to events eg "wooing the widow". [I]You are at a market. There is a seller of magical trinkets who claims to have an angel feather from the Bright Desert. What doyou do?[/I] is not a scenario. It's a bare situation. It's not "game creation" - it's playing the game (ie the GM saying stuff about the PCs' situation, as a prelude to and invitation to the players saying stuff about what their PCs do). Likewise [I]You come upon a Large Steading that Reeks of Smoke and Worse[/I]. That turned out to be an invitation to make an ally of a giant shaman after trying to trick the giant chieftain by selling him his own ox. The existence of both ox and shaman were the result of successful player action declarations. Remind me what the "game creation" is here again, as opposed to the playing of the game? [/QUOTE]
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