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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9697371" data-attributes="member: 42582"><p>I don't know if your RPGing involves knowledge checks or not. If it does, then presumably one upshot of a successful knowledge check is that it is established <em>here and now</em> that, <em>in the past of the fiction</em>, the PC had an experience that is the cause of their present memory/knowledge.</p><p></p><p>That seems to me to violate simulationist preferences that causation in the resolution process correspond to causation in the fiction.</p><p></p><p>I also don't know if your RPGing involves "strangers in a strange land" PCs, or PCs going about their business in their homelands and interacting with people whom they know well (both as individuals, and in social/cultural terms). If the latter, I don't know how your play deals with the gap between the players' situation - having to ask the GM for all that knowledge - and the PCs' situation.</p><p></p><p>I also don't know how you narrate, for instance, PCs being struck in combat, or falling when they try to climb walls. Do you narrate the PC failing to dodge? Or missing a handhold? These are departures from "the player controls the PC" because they involve the GM describing the PC's bodily movements.</p><p></p><p>I don't follow the jargon "quantum for the players but not the GM". How is the farrier not "quantum" for the GM? Or the owlbear?</p><p></p><p>Do you accept that this is an empirical claim, about <em>what sorts of activities</em> (in the course of playing RPGs) make it easier or harder to achieve <em>a particular psychological state</em>?</p><p></p><p>I ask because to me it seems obviously an empirical claim, but in the past other posters have regarded it as some sort of logical or a priori claim.</p><p></p><p>On the premise that it is an empirical claim, then its truth depends upon the realities of actual human experience. And I can report that my experience does not bear it out.</p><p></p><p>In particular, and returning to the "strangers in a strange land" thing: when I am playing a PC who <em>is</em> at home, nothing wrecks my immersion more than having to ask the GM what my PC knows, what my culture is, who my friends and neighbours are, etc.</p><p></p><p>Or, in the ears-as-barter case, the GM is inviting the player to immerse in the fiction, to locate themself sensorily, socially and morally in this world of hateful slave traders - and it is out of that immersion that the idea flows. At least, that's how it works for me.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9697371, member: 42582"] I don't know if your RPGing involves knowledge checks or not. If it does, then presumably one upshot of a successful knowledge check is that it is established [I]here and now[/I] that, [I]in the past of the fiction[/I], the PC had an experience that is the cause of their present memory/knowledge. That seems to me to violate simulationist preferences that causation in the resolution process correspond to causation in the fiction. I also don't know if your RPGing involves "strangers in a strange land" PCs, or PCs going about their business in their homelands and interacting with people whom they know well (both as individuals, and in social/cultural terms). If the latter, I don't know how your play deals with the gap between the players' situation - having to ask the GM for all that knowledge - and the PCs' situation. I also don't know how you narrate, for instance, PCs being struck in combat, or falling when they try to climb walls. Do you narrate the PC failing to dodge? Or missing a handhold? These are departures from "the player controls the PC" because they involve the GM describing the PC's bodily movements. I don't follow the jargon "quantum for the players but not the GM". How is the farrier not "quantum" for the GM? Or the owlbear? Do you accept that this is an empirical claim, about [I]what sorts of activities[/I] (in the course of playing RPGs) make it easier or harder to achieve [I]a particular psychological state[/I]? I ask because to me it seems obviously an empirical claim, but in the past other posters have regarded it as some sort of logical or a priori claim. On the premise that it is an empirical claim, then its truth depends upon the realities of actual human experience. And I can report that my experience does not bear it out. In particular, and returning to the "strangers in a strange land" thing: when I am playing a PC who [I]is[/I] at home, nothing wrecks my immersion more than having to ask the GM what my PC knows, what my culture is, who my friends and neighbours are, etc. Or, in the ears-as-barter case, the GM is inviting the player to immerse in the fiction, to locate themself sensorily, socially and morally in this world of hateful slave traders - and it is out of that immersion that the idea flows. At least, that's how it works for me. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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