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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="clearstream" data-source="post: 8497277" data-attributes="member: 71699"><p>You may highlight a worthwhile distinction between dramatic and the ludic concerns. The dramatic doesn't care about system-state because it is acausal. There is a seeming that when the troll strolled into the room, that the troll is in the room because it strolled there, but in asystematic narrative we learned the troll strolled, we learned it was in the room, in our minds we connected those phrases dramatically, but there were no systematic dynamics in play. I can as well say the troll is on the moon: nothing prevents it. There is no distance between room and moon. There is only the test of what we find allows us to suspend disbelief.</p><p></p><p>What I am calling ludic concerns require that if the troll strolls into the room in this moment, in the game-world (which may be map, board, or models, or any consistently imagined space) then the room was within strolling distance and it is not possible for troll to stroll to the moon in this moment if that is too far for its defined means of travel. Similarly, characters can't find a secret door in a room in the game-world where none existed before, because if it did exist before that should have impacted earlier fiction. Any roll still comes up "no". The door's existence isn't conditioned solely on dramatic-facts, but also on ludic.</p><p></p><p>Stateful (ludic) versus stateless (dramatic.) Contingency versus unity of "fiction" and "world" state.</p><p></p><p>[EDIT For focus.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8497277, member: 71699"] You may highlight a worthwhile distinction between dramatic and the ludic concerns. The dramatic doesn't care about system-state because it is acausal. There is a seeming that when the troll strolled into the room, that the troll is in the room because it strolled there, but in asystematic narrative we learned the troll strolled, we learned it was in the room, in our minds we connected those phrases dramatically, but there were no systematic dynamics in play. I can as well say the troll is on the moon: nothing prevents it. There is no distance between room and moon. There is only the test of what we find allows us to suspend disbelief. What I am calling ludic concerns require that if the troll strolls into the room in this moment, in the game-world (which may be map, board, or models, or any consistently imagined space) then the room was within strolling distance and it is not possible for troll to stroll to the moon in this moment if that is too far for its defined means of travel. Similarly, characters can't find a secret door in a room in the game-world where none existed before, because if it did exist before that should have impacted earlier fiction. Any roll still comes up "no". The door's existence isn't conditioned solely on dramatic-facts, but also on ludic. Stateful (ludic) versus stateless (dramatic.) Contingency versus unity of "fiction" and "world" state. [EDIT For focus.] [/QUOTE]
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