I'd say also their cognitive state (using that phrase loosely, to encompass imagining X as well as believing X, conjecturing X, etc).What's real isn't what's in the players' minds, it's their acts of volition.
I denied what you said.
You said " hence there was a causal relationship between character hope and meaning of runes that did not have a pure in-fiction counterpart." There is no such causal relationship. The character's hope has no causal relationship to the meaning of the runes. I have no idea why you assert that it does.
You may as well say that the Orc's failure to dodge causes the damage die to land on an 8 rather than a 1. It's just wrong.
This is an exelent expansion of what I mean when I wrote "a causal relationship between character hope and meaning of runes". I said just the same thing, just shorter - as I believed the content of all the extra words you add here should be evident from the context.The player's idea about their PC's action has causal potency, of course. This is how a game works: players make decisions about their "moves", and those decisions then yield consequences for the state of the game
To me, it's not evident, given that multiple posters keep asserting what is false, namely, that the character caused the runes to mean one thing rather than another by hoping.This is an exelent expansion of what I mean when I wrote "a causal relationship between character hope and meaning of runes". I said just the same thing, just shorter - as I believed the content of all the extra words you add here should be evident from the context.
The player didn't change the state of the fictional world. The fictional world was in a constant state - there were runes before the PC read them, and runes after, and what they mean didn't change.
It's not structurally different in the way you mean, but the rune example in my view is the kind of thing that should be established by the GM, not by the player or a player-initiated mechanical process.If the GM tells the player they are authoring, the player then knows that their action declaration prompted the GM to author something. I don't see how that is structurally different from the action declaration leading to a dice roll that then prompts everyone to agree that something has been established in/about the fiction.
No, we all understand that the character didn't cause that. In fact, that is the cornerstone of the whole objection! That the player caused something the character didn't!To me, it's not evident, given that multiple posters keep asserting what is false, namely, that the character caused the runes to mean one thing rather than another by hoping.
Obviously they don't. What makes you think I haven't worked that out?
So you really are incapable of understanding play using methods different from your own? You're like a soccer fan who literally can't grasp how players of American football aren't cheating every time they pick up and carry the ball.
I'm not talking about preferences. I'm talking about accurate description.Are you really incapable of understanding that we simply have different preferences on how the game works?
Yes. I know this.It's not structurally different in the way you mean, but the rune example in my view is the kind of thing that should be established by the GM, not by the player or a player-initiated mechanical process.
Some posters have posted, multiple times, that the character caused the runes to mean what they mean, that the character "warped reality", etc. So obviously they are not part of the ostensible "we".No, we all understand that the character didn't cause that. In fact, that is the cornerstone of the whole objection! That the player caused something the character didn't!
It might be necessary to abstract for gameplay reason in certain dungeons. Often, I contend, it isn't. The example you provide is an exception IMO.It is sort of neccessary to absract. The playstyle involve that there are no euclidean spatial concerns going on. Think of colossal caves' "YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES"
That is it is essentially run as a point crawl, with only interesting spots (to be created on the fly) and (potentially) connecting passages.