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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9197900" data-attributes="member: 42582"><p>If we think of solo play of (say) T&T, or of AD&D using Appendix A of the DMG to roll up a random dungeon, the imagined stuff is clearly sharable in principle - although only one person is involved, there's no obstacle to generalising the imagination to another person.</p><p></p><p>It's different, in this respect, from (say) writing a story on one's own.</p><p></p><p>But that sort of solo play is also clearly not a core case of RPGing: it's much closer to a Fighting Fantasy gamebook using some of the AD&D resolution mechanics. For instance, what happens when - in my solo play - I try to lever open the sarcophagus with my trusty crowbar, and fail? There is no one to adjudicate that: I have to be my own referee.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9197900, member: 42582"] If we think of solo play of (say) T&T, or of AD&D using Appendix A of the DMG to roll up a random dungeon, the imagined stuff is clearly sharable in principle - although only one person is involved, there's no obstacle to generalising the imagination to another person. It's different, in this respect, from (say) writing a story on one's own. But that sort of solo play is also clearly not a core case of RPGing: it's much closer to a Fighting Fantasy gamebook using some of the AD&D resolution mechanics. For instance, what happens when - in my solo play - I try to lever open the sarcophagus with my trusty crowbar, and fail? There is no one to adjudicate that: I have to be my own referee. [/QUOTE]
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