FrogReaver
The most respectful and polite poster ever
Indeed!To me it matters if consensus is active in the moment, preagreed, or down to norms, as it tells me that game designers can design for such things, and I can make choices about them in my play.
At a high conceptual level a game (any game) is a pre-agreement about how to navigate ‘board states’.
Some pre-agreements may explicitly say we need to agree on some specific details at a later moment (monopoly trades). Others may establish an authority to decide some specific details at a later moment (sports contact fouls). Most games decide most things up front. Some decide everything up front (chess - well maybe not who is white and who is black).
The structure of these pre agreements can make games feel drastically different. Then there’s also the issue of disagreements about how particular rules work, what the particular game state is. We see more of these disagreements in ttrpg’s because of the mental nature of most play, but the same kinds of disagreements occur, albeit less frequently in games with physical tokens (physical game board and pieces) or logical processes (like score keeping).
Exactly. Whatever we want to call it, there’s something different between group discussion about what the next board state should be and individual assertion granted by pre-agreement about what the next board state is.As an example, lines and veils, and similar means of raising consensus from unspoken norms to spoken preagreements; articulating it up front and providing mechanisms for checking it in the moment if it becomes stressed. Lines and veils aren't ideally established through negotiation: each participant simply asserts theirs.
I can observe play proceeding through assertion, and think about the advantages and disadvantages of doing so. And so on.
Thanks. Helps to know I’m not wording things so badly that no one understands me. I just want rpg theory that can be used to describe and design games like d&d. If we can unify that theory to adequately do that for D&D and Blades in the Dark, etc then I’m all for it, but Im not open to the only theory being one that inaccurately describes d&d play.I read @FrogReaver to be providing an example of its materiality to them. It helps them identify a kind of play that they find they enjoy. That's not promoting one set of norms over another. It's just suggesting that having the language to describe play you enjoy can help you find it. I liked your post as I took your closing sentence to align with that suggestion.
Otherwise I’m good having story now design theory and a separate d&d-like design theory. It only has to be zero-sum if it’s insisted there can only be one theory and that having the theory accurately describe both d&d and story-now is impossible. I don’t think anyone actually agrees with both of these premises. Maybe one or the other, but not both.
Last edited: