Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
On completely artificial restrictions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 8968399" data-attributes="member: 4937"><p>[USER=7027139]@loverdrive[/USER] : I'm struggling to understand why that response was even relevant. Quite obviously a game isn't real. That's a big part of what makes it a game. You don't really make an interesting observation to say that it isn't real.</p><p></p><p>Your point seems to undermine itself when you write: "It's a tool that feeds into fiction..."</p><p></p><p>Right. So, your mechanics go a long way to determining the sort of fictions that you produce. The more disassociated your mechanics become, the harder of a time you will have to make the fiction that you produce seem like it isn't the story of a game or game universe. So yes, you are correct turn-based abstractions produce fictions that tend to have problems where you can see that in the fiction people tend to wait for other people to react. You can even see this for example in published authors. For example, Jim Butcher writes action scenes (especially in his early works) that read as if they were generated by a turn-based combat system. They read like fictions produced from something like a ttRPG. </p><p></p><p>Yes, obviously a fantasy universe isn't real, and yes obviously a fantasy universe where explicitly people can only make chess moves is self-consistent, but generally speaking a fantasy universe where the participants can only make chess moves isn't the fiction or fictional universe people were intending to generate.</p><p></p><p>So there becomes a point where you have participants in the game who are saying, "I can't do the work to translate the fiction that we are producing into the fiction that I want, because the system is producing a fiction that has too many attributes of being produced by a game." For some people, that might even be turn-based. Most turn-based games have some rules in them to try to make them simulate non-linearity and if people abuse the rules to produce something like the elf fire brigade cannon to produce fiction that is obviously based on mechanics of a game and not implied universe, well then people will have problems with the rules and try to rectify it in some way. There is reason that many systems make mention of things like segments or impulses to try to make turn-based systems better resemble the reality of continuous action. Because people don't actually want to generate fiction that is obviously turn based when generated and put down to paper (as it were).</p><p></p><p>Yes, obviously people understand there can't be a perfect 1 to 1 mapping between the generated fiction and the desired fiction, but that doesn't mean that all mappings are equally effective and elegant.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8968399, member: 4937"] [USER=7027139]@loverdrive[/USER] : I'm struggling to understand why that response was even relevant. Quite obviously a game isn't real. That's a big part of what makes it a game. You don't really make an interesting observation to say that it isn't real. Your point seems to undermine itself when you write: "It's a tool that feeds into fiction..." Right. So, your mechanics go a long way to determining the sort of fictions that you produce. The more disassociated your mechanics become, the harder of a time you will have to make the fiction that you produce seem like it isn't the story of a game or game universe. So yes, you are correct turn-based abstractions produce fictions that tend to have problems where you can see that in the fiction people tend to wait for other people to react. You can even see this for example in published authors. For example, Jim Butcher writes action scenes (especially in his early works) that read as if they were generated by a turn-based combat system. They read like fictions produced from something like a ttRPG. Yes, obviously a fantasy universe isn't real, and yes obviously a fantasy universe where explicitly people can only make chess moves is self-consistent, but generally speaking a fantasy universe where the participants can only make chess moves isn't the fiction or fictional universe people were intending to generate. So there becomes a point where you have participants in the game who are saying, "I can't do the work to translate the fiction that we are producing into the fiction that I want, because the system is producing a fiction that has too many attributes of being produced by a game." For some people, that might even be turn-based. Most turn-based games have some rules in them to try to make them simulate non-linearity and if people abuse the rules to produce something like the elf fire brigade cannon to produce fiction that is obviously based on mechanics of a game and not implied universe, well then people will have problems with the rules and try to rectify it in some way. There is reason that many systems make mention of things like segments or impulses to try to make turn-based systems better resemble the reality of continuous action. Because people don't actually want to generate fiction that is obviously turn based when generated and put down to paper (as it were). Yes, obviously people understand there can't be a perfect 1 to 1 mapping between the generated fiction and the desired fiction, but that doesn't mean that all mappings are equally effective and elegant. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On completely artificial restrictions
Top