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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9678272" data-attributes="member: 42582"><p>I think it's a mistake to look at interesting fiction, and then - when thinking about how a RPG might replicate it - to bring in ideas that assume a basically D&D-esque structure of player and GM moves.</p><p></p><p>Because if that assumption is made, then - as Hickman worked out over 40 years ago - the answer will always be <em>the way to get interesting fiction is for the GM to use their authority, even if that means overriding the normal heuristics, procedures and mechanics</em>.</p><p></p><p>Instead, we can look at how to take the most basic feature of RPGing - the GM presents a situation in which certain characters are present, and the players, by "controlling" those characters, act out responses to the presented situation - and arrange it and guide it so that interesting things are apt to happen.</p><p></p><p>This is where principles like <em>Make the PCs lives not boring</em> and related moves like <em>Provide an opportunity, with or without a cost</em> become salient.</p><p></p><p>It's not about <em>storytelling</em>. It's about <em>how to frame situations</em>. And it's not undercutting verisimilitude. Who's to say that what happened in the tower of Cirith Ungol, when Frodo was taken prisoner there, is lacking in verisimilitude? Maybe it's just a particularly stark demonstration of a truth about Orcs in particular, and evil in general.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9678272, member: 42582"] I think it's a mistake to look at interesting fiction, and then - when thinking about how a RPG might replicate it - to bring in ideas that assume a basically D&D-esque structure of player and GM moves. Because if that assumption is made, then - as Hickman worked out over 40 years ago - the answer will always be [I]the way to get interesting fiction is for the GM to use their authority, even if that means overriding the normal heuristics, procedures and mechanics[/I]. Instead, we can look at how to take the most basic feature of RPGing - the GM presents a situation in which certain characters are present, and the players, by "controlling" those characters, act out responses to the presented situation - and arrange it and guide it so that interesting things are apt to happen. This is where principles like [I]Make the PCs lives not boring[/I] and related moves like [I]Provide an opportunity, with or without a cost[/I] become salient. It's not about [I]storytelling[/I]. It's about [I]how to frame situations[/I]. And it's not undercutting verisimilitude. Who's to say that what happened in the tower of Cirith Ungol, when Frodo was taken prisoner there, is lacking in verisimilitude? Maybe it's just a particularly stark demonstration of a truth about Orcs in particular, and evil in general. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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