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*TTRPGs General
Players establishing facts about the world impromptu during play
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<blockquote data-quote="pemerton" data-source="post: 8265613" data-attributes="member: 42582"><p>[USER=6801252]@The-Magic-Sword[/USER], I don't know anyting about your RPGing experience or preferences beyond what you're posting. But I think I'm having trouble following some of your posts.</p><p></p><p></p><p>I'm not sure which RPG(s) you have in mind when you raise this problem. And your other posts aren't helping me work that out.</p><p></p><p></p><p>I'm not sure who the <em>We </em>is here. At first I wondered whether you meant that no scene can be framed without table consensus - which would be a difference from (say) Apocalypse World or Dungeon World as canonically played. But your description of the GM role in <em>hearing, modifying and implementing</em> seems to suggest something less consensus-based and more AW-ish. Likewise your calling out of collective naming of characters as a special case.</p><p></p><p>I had a similar question about who the <em>we </em>is who describes the action and reaction in the fiction. I'm not clear who is doing that. From what you say there seem to be distinct <em>player</em> and <em>GM </em>roles - who gets to establish consequences of characters doing things?</p><p></p><p></p><p>I'm not seeing here where the John and Susan problem that you described is arising. Which move results in Susan getting to change John's envisaged backstory for the death of the NPC's wife?</p><p></p><p></p><p>I don't follow the bolded bit. What was the problem with establishing connections between events? A related question - is <em>event </em>here a synonym for <em>framed situation</em>, or does it mean <em>consequence that flows from resolving a player's move</em>, or does it mean something else again?</p><p></p><p>My guess is that the bolded bit refers to the same episode of play as this:</p><p></p><p></p><p>But I'm still not clear what's going on. First, this seems to be a case of you doing something as <em>GM</em> rather than as a player. Second, I don't understand what the problem is. In AW terms this seems to be an instance of <em>thinking offscreen </em>together with <em>announcing future badness</em>. That's standard stuff.</p><p></p><p></p><p>How does what you say just above relate to this following earlier post of yours?</p><p></p><p></p><p>I ask this question because (for instance) I don't see the contrast between <em>learning about one's character through ongoing play and new situations</em> and <em>characters' stories being defined by their emergent interactions with the world</em>. But if I'm following your posts then you think that there is a contrast between the former - Masks play - and the latter - "trad"/"neo-trad" play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8265613, member: 42582"] [USER=6801252]@The-Magic-Sword[/USER], I don't know anyting about your RPGing experience or preferences beyond what you're posting. But I think I'm having trouble following some of your posts. I'm not sure which RPG(s) you have in mind when you raise this problem. And your other posts aren't helping me work that out. I'm not sure who the [I]We [/I]is here. At first I wondered whether you meant that no scene can be framed without table consensus - which would be a difference from (say) Apocalypse World or Dungeon World as canonically played. But your description of the GM role in [I]hearing, modifying and implementing[/I] seems to suggest something less consensus-based and more AW-ish. Likewise your calling out of collective naming of characters as a special case. I had a similar question about who the [I]we [/I]is who describes the action and reaction in the fiction. I'm not clear who is doing that. From what you say there seem to be distinct [I]player[/I] and [I]GM [/I]roles - who gets to establish consequences of characters doing things? I'm not seeing here where the John and Susan problem that you described is arising. Which move results in Susan getting to change John's envisaged backstory for the death of the NPC's wife? I don't follow the bolded bit. What was the problem with establishing connections between events? A related question - is [I]event [/I]here a synonym for [I]framed situation[/I], or does it mean [I]consequence that flows from resolving a player's move[/I], or does it mean something else again? My guess is that the bolded bit refers to the same episode of play as this: But I'm still not clear what's going on. First, this seems to be a case of you doing something as [I]GM[/I] rather than as a player. Second, I don't understand what the problem is. In AW terms this seems to be an instance of [I]thinking offscreen [/I]together with [I]announcing future badness[/I]. That's standard stuff. How does what you say just above relate to this following earlier post of yours? I ask this question because (for instance) I don't see the contrast between [I]learning about one's character through ongoing play and new situations[/I] and [I]characters' stories being defined by their emergent interactions with the world[/I]. But if I'm following your posts then you think that there is a contrast between the former - Masks play - and the latter - "trad"/"neo-trad" play. [/QUOTE]
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