RPGing and imagination: a fundamental point

Do you understand the difference between "involve" and "fundamental"?

As an example - making a typical birthday cake involves all-purpose flour made from wheat. But all-purpose flour made from wheat is not fundamental to cakes - you can change out the "all purpose" or the "wheat" for something else, with some thought and understanding of cakes, and the experience may be slightly different, but still be recognizable and enjoyable as a birthday cake.
Then ‘let’s just restrict the discussion to talking about cakes that involve all purpose flour’ ;)

I agree that all purpose flour is fundamental to making cakes with all purpose flour. It’s a bit tautological, but it’s true.

It’s also not really a useful truth or limitation when discussing what the ‘essence’ of a cake is or what is fundamental to a cake or even what is core to a cake.
 

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Do you understand the difference between "involve" and "fundamental"?

As an example - making a typical birthday cake involves all-purpose flour made from wheat. But all-purpose flour made from wheat is not fundamental to cakes - you can change out the "all purpose" or the "wheat" for something else, with some thought and understanding of cakes, and the experience may be slightly different, but still be recognizable and enjoyable as a birthday cake.
Oh I thought the phrasing was "core", not "fundamental". Weren't you the one telling people not change the terms? For my money, fundamental is a notably more extreme term than core. For example, religions have core tenets, but those might not be the same tenets someone would consider genuinely fundamental to that religion - I'd say core was usually a bit wider in scope and less extreme. YMMV, but those seem different to me.

I don't think there have been any examples so far that really support "shared (or alternatively easily shareable) imagination is core to RPGs" as being untrue in the present day. It seems to be inarguable that it is true with TT RPGs, as people have only retreated from attempting to argue otherwise. There seems only to be a suggestion with videogames that are called RPGs with highly variably levels of persuasiveness, require sufficiently less imagination that it isn't "core". I would say, based on BG3, we most assuredly are not there yet.

Also I don't think that's a good analogy - I think "flour" would be a good analogy, not a specific flour. But has anyone ever made a good analogy online? I know I haven't! Possibly not so not much of a critique.

I feel like once we get to the point with videogames where it does become true then maybe the real issue is that RPG stops being a useful term for videogames. Because that seems to be all we're discussing in real-world applications - videogames - and some people would say RPG has already become so misused with videogames as to be meaningless.

(As an aside I've definitely had a couple of cakes which challenged the definition of cake in a very, very, very bad way so I may be biased by this example.)
Sure and I’m not arguing, but that’s not particularly different than how optimizers treat d&d.
Absolutely it is different in my experience.

I've never met an optimizer IRL who wasn't also reasonably imaginative and didn't engage in roleplaying (contrary to stereotypes). I'm capable of being and sometimes am a huge optimizer. So are some - perhaps most - of the best RPG designers in gaming history.

Being an optimizer and extreme metagaming are completely different things. Dungeon World provides an easy example of how - if you want to metagame DW, you want to make as many rolls as possible, so you can fail as many rolls as possible in order to gain XP. But optimizers don't actually play like that, at least I've never seen it happen, have you?

Whereas that's precisely what videogamer players routinely do. If you're "roleplaying" in a lot of modern videogames, but you want to actually progress, you often have to do counter-intuitive stuff that doesn't fit the RP at all well, and doesn't even support verisimilitude within the game context (I can provide specific examples at boring length if needed).
You would be having to engage in imagination to decide what to do and what you do would be incorporated into the game via the ai.
If that's "imagination", all human activity involves imagination and so that's kind of a moot point isn't it? Also I strongly disagree that letting AI decide what to incorporate based on your actions involves imagination. You could literally have a brainless robot, or even a physical machine perform the same actions and the AI would respond just the same.
 

Other than predefining RPG’s as needing more imagination than this theoretical ai rpg - which is something that seems to be repeatedly done by most, there’s nothing fundamentally different to the outcomes or processes from a players perspective.
Speculatively, AIs will one day imagine in a way that satisfies the element of a distinctive category of games that incorporate [imagine] into their core processes.

I find that speculation useful, as it allows one to focus on what it is about [imagine] that matters. It's open-ended, it's not defined up front, different AIs will be able to [imagine] differently to the same input. I think it is different from [strategize], because it's not about making a decision, it's about picturing some object, entity, force, or relationship.

Core loops in games in this category - which includes all games I can think of that would be labelled "TTRPG" - take input from [imagine] and give output in the form of or compelling [imagine]. As a category, it falls under a super-category - RPG - that includes other sub-categories that don't have that distinguishing characteristic. Features of the super-cateogry include character, progression systems, and some other things. The super-category itself falls under an even broader category of games.

It's useful because it permits focus upon understanding the differentiating characteristics. Typically, the kinds of categories we're talking about are fluid. They can exist for a time and then we discover how to expand, renovate or synthesize them.
 

Then ‘let’s just restrict the discussion to talking about cakes that involve all purpose flour’ ;)

I agree that all purpose flour is fundamental to making cakes with all purpose flour. It’s a bit tautological, but it’s true.

It’s also not really a useful truth or limitation when discussing what the ‘essence’ of a cake is or what is fundamental to a cake or even what is core to a cake.

Or, similarly, it isn't a useful truth if the thing that is presented as "fundamental" is still seen as such when it is also in some way trivial.
 

Likely my last contribution to this thread, but this is exactly why I'm mostly not interested in these conversations anymore; the invariable, intentional thread drift toward this preoccupation with connotation of this word or that word. This has become ENWorld and its absolutely insufferable. Its not a conversation I care to have. Its the inverse of both interesting and growth of understanding (individual or collective) of what we're all doing at our various tables.
I sympathize.

Some of it, however, stems from people taking words or terms, redefining those words/terms to a bespoke-to-them meaning, then using those words with that meaning and expecting the rest of us to go along...which doesn't always work as planned.
The "writer's room" piece goes over my head as I'm not even sure what is meant by "writer's room". So, I'll skip that bit. :)
My complaints about mystification of process (regardless of the type of game to be run) come from the exact same foundation. Mystification of process and obscurantism of "what we're doing" (no matter the game) is a net harm because the participants don't all know what they're doing, what skills they should be sharpening, and what they should be focusing on (and what they should be excluding) to bring the game to its "fullest life." And it doesn't matter what type of game is being run.
On this, however, I'll push back a bit.

Mystification of process - by which I mean largely leaving the nut-and-bolt game mechanics and processes to someone else (usually the GM) - can be a godsend as a player, as it frees one's mind up to do nothing other than inhabit the character and imagine what's going on around it, without having to worry about game mechanics and their potential impacts on what you-as-the-character want to (try to) do.

To this day, my biggest regret in becoming a DM lo these many years ago was that in getting to see what goes on under the hood I lost all that mystery-of-process that had, up till then, made the game just a little bit magical; because once that stuff is seen/learned it can never be completely unseen/unlearned/forgotten.

And I'm not alone in thinking like this. Sometimes when I and other DMs have starting chatting about game mechanics etc. Ithere's been forever-players say words to the effect of "Shut up - we don't want to hear about that stuff!"; and I know just how they feel.
Even if its a full-on railroad where the GM is discretionally abridging player input (or putting an extraordinarily low ceiling on player input) in order to deliver desired micro-outcomes and to forcibly map a desired arc onto play...and the players should be focusing on performative color and affectation while understanding the low ceiling of their mechanical input? Even in that situation, every party would be better off in actualizing their respective roles and the social contract would be better preserved if all participants were transparent about what was going on.
Were I a forever-player I think I'd be happier with the opposite: that the illusion remain completely intact so I didn't have to think about it. :)
 

Sure. I totally agree. I'm here to talk about games, not about semantics.

Sure. But, semantics is the area of linguistics concerned with meaning (as opposed to, say, structure). Human communication is limited by the degree to which our ideas of semantics match.

Now, a thing that we tend to overlook - folks who actually mostly agree won't need to discuss semantics much - some quick clarification or negotiation and they are on the same page. Folks who come to loggerheads over semantics, on the other hand, probably have highly differing ideas in their heads. So, those arguments can give you decent gauge about how much you really want to discuss matters with a person, depending on what you want out of the discussion.
 

Did @ichabod or @Emberashh or anyone actually give any examples?

I got to page 10 looking for any, and all I could see what Emberashh giving video game examples, some of which are barely RPGs in a video game sense, let alone in a TT RPG sense. Well-designed games, sure, but not games conducive to roleplaying.

I'm kind of fascinated by the idea here, but it seems like it's entirely theoretical? I do have severe ADHD so I'm worrying that my brain just bounced over an example or multiple examples like, without actually detecting them, but were there specific, real-world, actually-exists, TT RPG examples? Or is this just a theoretical thing?
The only examples that we got in the thread were solo play a la Fighting Fantasy Gamebooks or solo T&T adventures.

As I posted upthread, it seemed obvious to me as soon as I read Moldvay that the core of D&D was that it was different from those games.
 

The only examples that we got in the thread were solo play a la Fighting Fantasy Gamebooks or solo T&T adventures.

As I posted upthread, it seemed obvious to me as soon as I read Moldvay that the core of D&D was that it was different from those games.
Yeah I started with Fighting Fantasy, before D&D, and even just hearing D&D described, I knew it was something significantly different to and greater than those, and it absolutely was when I got it. There was a Fighting Fantasy RPG as well, and it was pretty cool in its own way, but likewise it was an RPG, and clearly distinct from choose-your-own-adventure.
 

Sure. But, semantics is the area of linguistics concerned with meaning (as opposed to, say, structure). Human communication is limited by the degree to which our ideas of semantics match.

Now, a thing that we tend to overlook - folks who actually mostly agree won't need to discuss semantics much - some quick clarification or negotiation and they are on the same page. Folks who come to loggerheads over semantics, on the other hand, probably have highly differing ideas in their heads. So, those arguments can give you decent gauge about how much you really want to discuss matters with a person, depending on what you want out of the discussion.

I also think being blase about connotation is a bit off; a lot of communication goes on there, not just in denotation, and to act otherwise seems a bit blind to the realities of human communication.
 

I also think being blase about connotation is a bit off; a lot of communication goes on there, not just in denotation, and to act otherwise seems a bit blind to the realities of human communication.
It also doesn't help when people continually interpret established terms with their own personal meanings/connotations/feelings and refuse to accept the meanings already established (often explicitly) in the conversation so far, just because they don't like them.
 

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