clearstream
(He, Him)
It encourages us to accept that we each may be grasping and upholding the rules rightly according to our interpretation. You can advocate your beliefs, knowing that my playing game does not depend on them.Suppose this is true - why would it matter? What does it matter that you are playing DW and I am playing DW*? What analytical benefit, either in relation to play or in relation to design, is gained by individuating game by reference to rules interpretations?
I advocate a radical interpretation of 5e. You and others visibly struggle to accept it. My non-formalist beliefs allow me to understand that we are none of us doing anything inconsistent or ruled out.
"Per Dworkin, Hart fails to take into account concepts beyond rules and thus his “positivism is a model of and for a system of rules, and its central notion of a single fundamental test for law…forces us to miss the roles of...standards which are not rules."Also, I don't know how you want us to reconcile your reference to interpretation as a cause of variation with your reliance on Dworkin, who argues that there is always a correct interpretation, given the same pre-interpretive material and the normative goals of the interpretation?
Per my non-formalist beliefs, that entails local right answers. On the grounds that any standards outside of rules will ultimately be settled locally. That does not make localities immune to the force of global standards.
No need to reference it. I've read that through several times. Baker is concerned to do something that I say is in the end unachievable.But anyway, the concept of functional optionality is introduced by Baker, by reference to how it is that the mechanics depend upon the fiction in order to be applied and declarations resolved. This is not local; that's the point of his word functional. He talks about how local practices might mean that something that is functionally optional is nevertheless done. For instance, here:
There are a couple of places in the game where there are supposed to be rightward-pointing arrows, but they're functionally optional. I assert them, but then the game's architecture doesn't make them real. So it takes an act of unrewarded, unrequired discipline to use them. I suspect that the people who have the most fun with the Wicked Age have that discipline as a practice or a habit, having learned it from other games.