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Realistic Consequences vs Gameplay
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<blockquote data-quote="Manbearcat" data-source="post: 8018619" data-attributes="member: 6696971"><p>Don't have time to read and comment on the other parts of the post, but I wanted to clarify this right quick before I leave.</p><p></p><p>Misunderstanding.</p><p></p><p>I used immersion/habitation/verisimilitude rather than roleplaying because they are discrete things from one another. The prior 3 are states of mind/being/emotion while the latter is a discipline. One can be playing a roleplaying game and one can roleplay with those prior 3 states reduced or missing entirely (like someone operationalizing a formula).</p><p></p><p>Further, many on this site and in this conversation (I'm pretty sure you amongst them) have championed those states of mind/being/emotion as a virtue or even a play priority (perhaps THE apex play priority) of your gaming.</p><p></p><p>So my take on the machinery here is as follows:</p><p></p><p>* Being compelled to act outside of one's conception of self (or even one's own self-interest) by exogenous, mundane forces is fundamental to being a highly evolved social animal like a human. </p><p></p><p>* Being mundanely compelled by an exogenous force is not volitional.</p><p></p><p>* If TTRPGs want this experience to emulate the emotional/mental state (both in the moment and upon review) of this social transaction, thereby engendering habitation, then the resolution machinery needs to also be non-volitional.</p><p></p><p>* Having a choice (to decide to pantomime a state or refuse to pantomime) is volitional.</p><p></p><p>* Therefore non-volitional resolution and imposition of state is cognitively much closer to what happens in real life and therefore has as good a chance as there can be to engender habitation while resolution that comes with volition and the choice to pantomime (or not) can't possibly engender habitation.</p><p></p><p>[HR][/HR]</p><p></p><p>Hopefully that is more clear. TLDR:</p><p></p><p>Habitation is not roleplaying (and vice versa).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8018619, member: 6696971"] Don't have time to read and comment on the other parts of the post, but I wanted to clarify this right quick before I leave. Misunderstanding. I used immersion/habitation/verisimilitude rather than roleplaying because they are discrete things from one another. The prior 3 are states of mind/being/emotion while the latter is a discipline. One can be playing a roleplaying game and one can roleplay with those prior 3 states reduced or missing entirely (like someone operationalizing a formula). Further, many on this site and in this conversation (I'm pretty sure you amongst them) have championed those states of mind/being/emotion as a virtue or even a play priority (perhaps THE apex play priority) of your gaming. So my take on the machinery here is as follows: * Being compelled to act outside of one's conception of self (or even one's own self-interest) by exogenous, mundane forces is fundamental to being a highly evolved social animal like a human. * Being mundanely compelled by an exogenous force is not volitional. * If TTRPGs want this experience to emulate the emotional/mental state (both in the moment and upon review) of this social transaction, thereby engendering habitation, then the resolution machinery needs to also be non-volitional. * Having a choice (to decide to pantomime a state or refuse to pantomime) is volitional. * Therefore non-volitional resolution and imposition of state is cognitively much closer to what happens in real life and therefore has as good a chance as there can be to engender habitation while resolution that comes with volition and the choice to pantomime (or not) can't possibly engender habitation. [HR][/HR] Hopefully that is more clear. TLDR: Habitation is not roleplaying (and vice versa). [/QUOTE]
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