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*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="clearstream" data-source="post: 8500845" data-attributes="member: 71699"><p>Chess defines the moves that can be made, and its goals guide the moves that are made. Machines play it well, so we cannot say it is a human-only domain.</p><p></p><p>This is where the analogy of phase-spaces come in (using the term to label the volume containing all states of a system on each degree of freedom). Or let's just call it the list of all possible games (which may be infinitely vast, even while containing only games with the features a given game implies.)</p><p></p><p>When I read a book, if I reread it I know what is going to happen. The dramatic-narrative is the same because books are linear and non-dynamic. <em>Chess</em> is non-dramatic, but it implies all its narratives. Thinking about its "phase-space" is just a way of noting that we don't need to play all those different games to know that they are implied.</p><p></p><p>That's interesting and compelling to me. RPG stories that I have observed, for example the game's designer running a session of BB, are not as great a story as say Hamlet (or whatever literature you count great.) Even when successful and fun. What is compelling is something else.</p><p></p><p>When we look at dramatic-story-focused games, are we trying to force something that is great in another medium, into a medium that has different strengths? When I read Law's narrative beats, I wonder if this dramatic-programming is the right analysis. </p><p></p><p>Are we at the end of history for RPGs, and they will be judged on how well they can compare with dramatic-stories in linear media? Or is there more to find out?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8500845, member: 71699"] Chess defines the moves that can be made, and its goals guide the moves that are made. Machines play it well, so we cannot say it is a human-only domain. This is where the analogy of phase-spaces come in (using the term to label the volume containing all states of a system on each degree of freedom). Or let's just call it the list of all possible games (which may be infinitely vast, even while containing only games with the features a given game implies.) When I read a book, if I reread it I know what is going to happen. The dramatic-narrative is the same because books are linear and non-dynamic. [I]Chess[/I] is non-dramatic, but it implies all its narratives. Thinking about its "phase-space" is just a way of noting that we don't need to play all those different games to know that they are implied. That's interesting and compelling to me. RPG stories that I have observed, for example the game's designer running a session of BB, are not as great a story as say Hamlet (or whatever literature you count great.) Even when successful and fun. What is compelling is something else. When we look at dramatic-story-focused games, are we trying to force something that is great in another medium, into a medium that has different strengths? When I read Law's narrative beats, I wonder if this dramatic-programming is the right analysis. Are we at the end of history for RPGs, and they will be judged on how well they can compare with dramatic-stories in linear media? Or is there more to find out? [/QUOTE]
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Roleplaying in D&D 5E: It’s How You Play the Game
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