FrogReaver
The most respectful and polite poster ever
It seems to me most all rpg theory discussions eventually start talking about authority over the fiction, who has it and what process or rules provide that authority. However, I would suggest that just as importantly as understanding fictional authority is understanding what restrictions are put on it, who did so and what process or rules provide those restrictions. It also appears that restrictions happen to be one area that I never see talked about much despite them being absolutely critical in understanding how games play differently. IMO.
D&D authority is fairly traditional. DM's have authority over most fictional content and all resolutions - however there are restrictions (Spells work as listed, enemies die in combat at 0 hp, etc). Players have vast authority over their characters - however there are restrictions (fictional mind control magic can restrict player authority 'charm' or flat out override it 'suggestion/dominate', players normally only have authority over what they character does in a very narrow sense - it may be better to say they control what the character attempts to do, etc.) Key for the player is that no matter whether success or failure comes up, the player was able to direct their PC to make the attempt.
I suggest it's this interaction between authority and restriction and the source of each that really shapes games into appealing to different kinds of players.
Some areas of restrictions:
Rules
Principles
Genre Expectations
Other Expectations
Players
DMs
Meta Currency Mechanics
Established / Pre-Established Fiction
Thoughts on the importance of Restrictions and whether these coupled with Authorities would make a solid classification matrix?
D&D authority is fairly traditional. DM's have authority over most fictional content and all resolutions - however there are restrictions (Spells work as listed, enemies die in combat at 0 hp, etc). Players have vast authority over their characters - however there are restrictions (fictional mind control magic can restrict player authority 'charm' or flat out override it 'suggestion/dominate', players normally only have authority over what they character does in a very narrow sense - it may be better to say they control what the character attempts to do, etc.) Key for the player is that no matter whether success or failure comes up, the player was able to direct their PC to make the attempt.
I suggest it's this interaction between authority and restriction and the source of each that really shapes games into appealing to different kinds of players.
Some areas of restrictions:
Rules
Principles
Genre Expectations
Other Expectations
Players
DMs
Meta Currency Mechanics
Established / Pre-Established Fiction
Thoughts on the importance of Restrictions and whether these coupled with Authorities would make a solid classification matrix?