CreamCloud0
Hero
EDIT: i take the question back.
Last edited:
Ok. Then that explains that.That certainly was not my understanding of his work. Almost precisely the opposite.
Yeah I seem to recall this isn't the first time I've ignore listed you.Because I assumed you wouldn’t contradict yourself. Maybe I was being too kind there.
Either you leave open the case that some rooms may desire always adhering to prep, which directly contradicts your juxtaposition of ‘no, sometimes you have to read the room as implicitly against always adhering to prep (thus the no at the start).
It’s not complicated.
I wasn't saying that the novels were created and then the world was. I'm saying that he developed the legendarium because he felt inspired by the Anglo-Saxon literature (of which he was one of the preeminent scholars of his day, and his translation was held in very high regard for many years; it's been superseded since but is still valuable in its own way). You can, for example, clearly see that he was responding to the weak writing in the prophecies of MacBeth with the Witch-King. "No man of woman born can harm MacBeth" requiring a birth by C-section from a dead woman's body? That's just unnecessary: any woman can kill MacBeth.My understanding was the opposite (of the opposite). I believe the novels post-date the world creation.
I mean, I would argue yes, because (as said before) the GM is placing such rigid control over it. The players may embellish it. They can't really add to it, nor remove much of anything from it.Ok. Then that explains that.
Now back on track (railroad?). Assuming we now have a common understanding of the story of the 30th year of the development of this imagined imagined world. Is there absolute power at play here? Might a potential motivation for sharing this world be to bring the friends together having a good time - giving a feeling of belonging?
My point stands given what you said. People can be something or some mix of something without knowing the technical terms. People had cancer before the term "Cancer" ever existed.As I've said before, nobody is purely one type of gamer. We all switch between those three gamer types--and probably others not covered by GNS--as we need to.
They added a town? And the dragon was indeed on the line (just to clarify that). But fair enough, this is what I expected now. Still good to check to confirm.I mean, I would argue yes, because (as said before) the GM is placing such rigid control over it. The players may embellish it. They can't really add to it, nor remove much of anything from it.
Really?
When you point your gun in a video game and click the mouse to shoot it (or controller depending on the system), do bullets (or whatever) not shoot out of that gun, traveling along a path to a destination? You cannot follow the path of the bullets? You have no idea why that bad guy just fell down?
When your car strikes a something in a driving game, does damage not occur? How did your car become damaged? You don't see the car striking the obstacle and becoming damaged? It's just suddenly damaged without any explanation as to how it got damaged?
Again, you keep insisting on this idea of real world simulation. That's not the criteria. All that is required is for the simulation to provide some (any) information as to how that result occured. In video games, that's shown quite clearly in most games. You know exactly how and why your car got damaged. You can quite possibly replay a recording of your car being damaged. What damage it suffered and how that damage models reality is irrelevant. What is relevant is that you are told by the system some information about how that damage occured.
Unlike something like D&D where it's entirely a black box. All that D&D tells you is the result. It would be like a video game where your car suddenly loses a tire. No explanation. No reason is given. Your car just loses a tire. A perfect simulation of driving skill and luck I suppose?
Would you consider a driving game where your tire falls off without any explanation to be a simulation? If not, why would you consider an RPG where you fall down without any explanation to be a simulation?
Ahh. This would explain why you failed to understand the blog. That is not the definition of diegetic. Or, rather, that's only half the definition. It also must exist for the audience as well. IOW, how can falling exist for the player if the player has no idea what caused the character to fall? Sure, again, you can backfill the explanation after the fact, but, that's not diegetic. That's just post hoc justification.
Allowing the attemp does not mean they get to roll. If a player wanted his PC to attempt to leap the Grand Canyon with a running start, I'd let him make that attempt. Any roll would be geared towards possible survival from the failed attempt, though. There would be no jump check, because the outcome isn't in doubt.
this is all 1864 pages of this thread condensed in to a single sentence.