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RPGing and imagination: a fundamental point
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<blockquote data-quote="Shardstone" data-source="post: 9198635" data-attributes="member: 6807784"><p>It doesn't feel like the seperation between improv game and RPG is really worth making. If you are playing a role, even if that role is dictated by things like Actions or Checks or Dice etc etc, you have to make the script -- the sequence of events to come -- as you play. In otherwords, there is some level of improv already in the game. And even if you're playing pawn-style, you are still fulfilling the role of the character, and since that role isn't scripted, you are improving what happens next. </p><p></p><p>Furthermore, there is no proof that early D&D games involved an absence of what some members call improv games. The moment they started doing things outside the realms of historical wargames, they were entering into the realm of improv. Dave had to come up with rules, and those rules expanded the more people got into the game. And since referees for historical war games would often make improvisional rulings, you can easily argue that roleplaying games and improv games have been married at the hilt since before there were roleplaying games at all.</p><p></p><p>And there isn't anything to be gained from making this separation either. You cannot talk about any TTRPG without talking about the idea of the TTRPG. This goes deeper than genre and moves into what is the game's pitch. Roleplaying games are about you being a character and having freedom to make certain decisions. Not every decision, but certain decisions. And these decisions are responded to not by the game system itself but by another person who is interpreting both your inputs and the game system. Even if it is just a solo game, you have to respond to yourself by inputting actions, interpreting the game system, and figuring out what that results in next. This interpretation is key to TTRPGs and it also includes the overall game state too. So the GM isn't just thinking about what happens and how the game system responds, they are also thinking about how the overall game state is changing, and their interpretation of that game state changing is required for the game to continue.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9198635, member: 6807784"] It doesn't feel like the seperation between improv game and RPG is really worth making. If you are playing a role, even if that role is dictated by things like Actions or Checks or Dice etc etc, you have to make the script -- the sequence of events to come -- as you play. In otherwords, there is some level of improv already in the game. And even if you're playing pawn-style, you are still fulfilling the role of the character, and since that role isn't scripted, you are improving what happens next. Furthermore, there is no proof that early D&D games involved an absence of what some members call improv games. The moment they started doing things outside the realms of historical wargames, they were entering into the realm of improv. Dave had to come up with rules, and those rules expanded the more people got into the game. And since referees for historical war games would often make improvisional rulings, you can easily argue that roleplaying games and improv games have been married at the hilt since before there were roleplaying games at all. And there isn't anything to be gained from making this separation either. You cannot talk about any TTRPG without talking about the idea of the TTRPG. This goes deeper than genre and moves into what is the game's pitch. Roleplaying games are about you being a character and having freedom to make certain decisions. Not every decision, but certain decisions. And these decisions are responded to not by the game system itself but by another person who is interpreting both your inputs and the game system. Even if it is just a solo game, you have to respond to yourself by inputting actions, interpreting the game system, and figuring out what that results in next. This interpretation is key to TTRPGs and it also includes the overall game state too. So the GM isn't just thinking about what happens and how the game system responds, they are also thinking about how the overall game state is changing, and their interpretation of that game state changing is required for the game to continue. [/QUOTE]
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