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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="clearstream" data-source="post: 8940444" data-attributes="member: 71699"><p>So the question would be something like</p><ol> <li data-xf-list-type="ol">Given a group allows <strong>player A to use dice</strong> to determine what happens next in a situation, and <strong>player B to use speech acts</strong></li> <li data-xf-list-type="ol">What kinds of situations does that group allow that to apply to? What is their rubric?</li> </ol><p>I've suggested that their rubric could include <strong>fidelity </strong>and <strong>convenience</strong>. Under fidelity, I suppose that speech acts are <em>very like</em> speech acts. Suppose the PCs got involved in a game of Craps? Rolling dice is very like rolling dice, so it would fit, too. In both these examples, there is no inconvenience in admitting them into play that ordinarily employs them. I suggested that - were fidelity a group's rubric - other ways of resolving imaginary combat would not suit.</p><p></p><p>On the other hand, it seems easy to just drop the requirement for fidelity. Someone raised a question that relates to this in another thread. They wanted to know to what extent groups allow player strategy to be decisive over combat? I have many times observed RPG groups allowing player descriptions of how they approach combat to impact the combat, but I think the question here goes beyond that.</p><p></p><p>I suppose then I would call attention to the centrality of combat in the game. In D&D, almost everything is evaluated in terms of its impact on combat. A great example is Wedding. "You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a <strong>+2 bonus to AC</strong> while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed." So typically the group is playing with an expectation that they are - in large part - there for the combat game play. Additionally, combat doesn't typically skirt player lines and veils (D&D combat is bland in its narration of injury etc.) It's so at odds with day-to-day life that players typically don't have any fears attached to it: it is easy to put at one remove from themselves. No one supposes any actual combat is being had when combat is played out in D&D, but pretend speech acts <em>remain </em>speech acts... hence my suggestion that <em>fidelity</em> could be part of the rubric.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8940444, member: 71699"] So the question would be something like [LIST=1] [*]Given a group allows [B]player A to use dice[/B] to determine what happens next in a situation, and [B]player B to use speech acts[/B] [*]What kinds of situations does that group allow that to apply to? What is their rubric? [/LIST] I've suggested that their rubric could include [B]fidelity [/B]and [B]convenience[/B]. Under fidelity, I suppose that speech acts are [I]very like[/I] speech acts. Suppose the PCs got involved in a game of Craps? Rolling dice is very like rolling dice, so it would fit, too. In both these examples, there is no inconvenience in admitting them into play that ordinarily employs them. I suggested that - were fidelity a group's rubric - other ways of resolving imaginary combat would not suit. On the other hand, it seems easy to just drop the requirement for fidelity. Someone raised a question that relates to this in another thread. They wanted to know to what extent groups allow player strategy to be decisive over combat? I have many times observed RPG groups allowing player descriptions of how they approach combat to impact the combat, but I think the question here goes beyond that. I suppose then I would call attention to the centrality of combat in the game. In D&D, almost everything is evaluated in terms of its impact on combat. A great example is Wedding. "You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a [B]+2 bonus to AC[/B] while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed." So typically the group is playing with an expectation that they are - in large part - there for the combat game play. Additionally, combat doesn't typically skirt player lines and veils (D&D combat is bland in its narration of injury etc.) It's so at odds with day-to-day life that players typically don't have any fears attached to it: it is easy to put at one remove from themselves. No one supposes any actual combat is being had when combat is played out in D&D, but pretend speech acts [I]remain [/I]speech acts... hence my suggestion that [I]fidelity[/I] could be part of the rubric. [/QUOTE]
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