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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9677135" data-attributes="member: 42582"><p>Yes. I've spoken a great deal in this and other threads about procedures of play.</p><p></p><p>Generally I have been trying to steer the discussion away from <em>the properties of the fiction</em> ("realism", "verisimilitude", "coherence", etc) and onto <em>processes of play</em> - and in particular, what rules, principles, heuristics etc guide and constrain what the GM says when making contributions to the shared fiction.</p><p></p><p>We could talk about these for the players also, but there is not as much controversy there - at least most of the time, what the players do is say what their PCs are doing. The two main variations in heuristic here are between <em>choosing on the basis of what their PC would do</em> and <em>choosing on the basis of what they think will make the social experience of play work out in accordance with group expectations</em> (whatever those expectations might be).</p><p></p><p>One way to ignite a little bit more controversy about the player-side principles and heuristics would be this: the second one that I described, of players choosing their PCs' actions on the basis of social expectations, is in my view far more common than is often acknowledged. It's just that the discussion of it is often framed not in terms of player-guiding heuristics and principles, but rather "table etiquette" like <em>follow the GM's hooks</em> or <em>don't declare actions that will tend to break up the party</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9677135, member: 42582"] Yes. I've spoken a great deal in this and other threads about procedures of play. Generally I have been trying to steer the discussion away from [I]the properties of the fiction[/I] ("realism", "verisimilitude", "coherence", etc) and onto [I]processes of play[/I] - and in particular, what rules, principles, heuristics etc guide and constrain what the GM says when making contributions to the shared fiction. We could talk about these for the players also, but there is not as much controversy there - at least most of the time, what the players do is say what their PCs are doing. The two main variations in heuristic here are between [I]choosing on the basis of what their PC would do[/I] and [I]choosing on the basis of what they think will make the social experience of play work out in accordance with group expectations[/I] (whatever those expectations might be). One way to ignite a little bit more controversy about the player-side principles and heuristics would be this: the second one that I described, of players choosing their PCs' actions on the basis of social expectations, is in my view far more common than is often acknowledged. It's just that the discussion of it is often framed not in terms of player-guiding heuristics and principles, but rather "table etiquette" like [I]follow the GM's hooks[/I] or [I]don't declare actions that will tend to break up the party[/I]. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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