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On Skilled Play: D&D as a Game
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8291676" data-attributes="member: 6801252"><p>Theyre making an argument, if im feeling them correctly, and if I'm right I agree with them, that skilled play isn't related to the quality of storytelling. </p><p></p><p>We dont discuss one's skill with baseball based off how good a sport one is, or how gracefully they run the bases.</p><p></p><p> Instead its how well they achieve victory in the actual object of the game, which in this case isn't so much 'storytelling' as it is 'dragon killing' and 'treasure hunting.'</p><p></p><p>This has a lot to do with where different cultures within TTRPGs understand story to come from. For some its playacted and shaped directly, for others its more about trying to complete an inuniverse objective and having it emerge from that. </p><p></p><p>Like, when I play Sea of Thieves (the video game) i am playing the role of a pirate trying to get treasure, but i dont invent a character with specific flaws and then create additional problems for my buddies by prioritizing them over our shared object. The stories being told are more about other crews trying to take our treasure (or us trying to take theirs) and succeeding or failing. </p><p></p><p>The idea of 'i cant step away from ranger tactically because emotionally my character would x y or z, or it would say a b and c' is in essence, a distraction to the object of the game in the SP context because its a consideration that restricts the player from making metagame value judgements, rather than embracing them. Character personality can create all kinds of obligations </p><p></p><p>I know DW probably codifies that, which is what makes it such a weird addition, it (if i'm right about it codifying it) basically short circuits it by adding mechanics that center on these bonds and such that they figure into the metagame of "beating the dragon or whatever." Whereas a game that doesnt do that, is more like a strategy game in your approach to your characters actions.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8291676, member: 6801252"] Theyre making an argument, if im feeling them correctly, and if I'm right I agree with them, that skilled play isn't related to the quality of storytelling. We dont discuss one's skill with baseball based off how good a sport one is, or how gracefully they run the bases. Instead its how well they achieve victory in the actual object of the game, which in this case isn't so much 'storytelling' as it is 'dragon killing' and 'treasure hunting.' This has a lot to do with where different cultures within TTRPGs understand story to come from. For some its playacted and shaped directly, for others its more about trying to complete an inuniverse objective and having it emerge from that. Like, when I play Sea of Thieves (the video game) i am playing the role of a pirate trying to get treasure, but i dont invent a character with specific flaws and then create additional problems for my buddies by prioritizing them over our shared object. The stories being told are more about other crews trying to take our treasure (or us trying to take theirs) and succeeding or failing. The idea of 'i cant step away from ranger tactically because emotionally my character would x y or z, or it would say a b and c' is in essence, a distraction to the object of the game in the SP context because its a consideration that restricts the player from making metagame value judgements, rather than embracing them. Character personality can create all kinds of obligations I know DW probably codifies that, which is what makes it such a weird addition, it (if i'm right about it codifying it) basically short circuits it by adding mechanics that center on these bonds and such that they figure into the metagame of "beating the dragon or whatever." Whereas a game that doesnt do that, is more like a strategy game in your approach to your characters actions. [/QUOTE]
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