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On Skilled Play: D&D as a Game
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<blockquote data-quote="clearstream" data-source="post: 8279636" data-attributes="member: 71699"><p>I feel there are exits from that mess. Chiefly when one thinks of RPG mechanics as points of player fiat over the fiction; typically (and in fact desirably) stochastic.</p><p></p><p>Example - In the Court of Stars our players want permission to open the Terrible Door. They of course role-play the negotiation and that may be enough, but they are able to make a gameful move also. The glamour bard might attempt an <em>enthralling performance</em> and make a Charisma (Persuasion) check. I wouldn't call this SP if there were no connection between their playful actions and their gameful ones, and this is achieved through managing the stochastic nature of the interaction. A DM might set advantage or disadvantage, might grant or deny a roll, and so on.</p><p></p><p>Being granted permission, they reach the door and must circumvent its traps. The arcane trickster might put <em>mage hand</em> or <em>unseen servant</em> to work here. Through recognising that in order to address game <em>as game</em>, SP must in the end engage with the mechanics, we might give ourselves permission to achieve a more delightful sharing of the narrative.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8279636, member: 71699"] I feel there are exits from that mess. Chiefly when one thinks of RPG mechanics as points of player fiat over the fiction; typically (and in fact desirably) stochastic. Example - In the Court of Stars our players want permission to open the Terrible Door. They of course role-play the negotiation and that may be enough, but they are able to make a gameful move also. The glamour bard might attempt an [I]enthralling performance[/I] and make a Charisma (Persuasion) check. I wouldn't call this SP if there were no connection between their playful actions and their gameful ones, and this is achieved through managing the stochastic nature of the interaction. A DM might set advantage or disadvantage, might grant or deny a roll, and so on. Being granted permission, they reach the door and must circumvent its traps. The arcane trickster might put [I]mage hand[/I] or [I]unseen servant[/I] to work here. Through recognising that in order to address game [I]as game[/I], SP must in the end engage with the mechanics, we might give ourselves permission to achieve a more delightful sharing of the narrative. [/QUOTE]
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