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General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9203285" data-attributes="member: 42582"><p>You could design a board game with a <em>I carry my friend through ponds</em> rule. Forbidden Island has a version of such a rule.</p><p></p><p>But if you read the Moldvay Basic rulebook you will not see any such rule, because Moldvay Basic is not a board game.</p><p></p><p>Here is the basic rule for permissible player-side move (ie action declarations) in Moldvay Basic (pp B2, B3, B4, B60):</p><p></p><p style="margin-left: 20px">The D&D game has neither losers nor winners, it has only gamers who relish exercising their imagination. The players and the DM share in creating adventures in fantastic lands . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This game . . . does not use a playing board or actual playing pieces. All that is needed to play are these rules, the dice included in this set, pencil and paper, graph paper, and imagination. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">At the start of the game, the players enter the dungeon and the DM describes what the characters can see. . . the players should select one lay to speak for the entire group . . . That player is named the <strong>caller</strong>. When unusual situations occur, each player may want to say exactly what his or her character is doing. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>"That's not in the rules!"</strong> The players will often surprise the DM by doing the unexpected. . . . All DMs learn how to handle both new ideas an unusual actions quickly and with imagination. . . . One quick way for a DM to decide whether a solution will work is by imagining the situation, and then choosing percentage chances for different possibilities.</p><p></p><p>What characterises D&D, and other games in the same family of games (generally known as RPGs or "TT" RPGs), is that the permissible moves are not defined in advance by a set of rules or formulas or mechanics for defining and transforming the "gamestate".</p><p></p><p>Permissible moves are <em>whatever everyone at the table agrees is possible for this character in this imagined situation</em>. The rules and mechanics help shape that agreement and that shared imagination.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9203285, member: 42582"] You could design a board game with a [I]I carry my friend through ponds[/I] rule. Forbidden Island has a version of such a rule. But if you read the Moldvay Basic rulebook you will not see any such rule, because Moldvay Basic is not a board game. Here is the basic rule for permissible player-side move (ie action declarations) in Moldvay Basic (pp B2, B3, B4, B60): [indent]The D&D game has neither losers nor winners, it has only gamers who relish exercising their imagination. The players and the DM share in creating adventures in fantastic lands . . . This game . . . does not use a playing board or actual playing pieces. All that is needed to play are these rules, the dice included in this set, pencil and paper, graph paper, and imagination. . . . At the start of the game, the players enter the dungeon and the DM describes what the characters can see. . . the players should select one lay to speak for the entire group . . . That player is named the [B]caller[/B]. When unusual situations occur, each player may want to say exactly what his or her character is doing. . . . [B]"That's not in the rules!"[/B] The players will often surprise the DM by doing the unexpected. . . . All DMs learn how to handle both new ideas an unusual actions quickly and with imagination. . . . One quick way for a DM to decide whether a solution will work is by imagining the situation, and then choosing percentage chances for different possibilities.[/indent] What characterises D&D, and other games in the same family of games (generally known as RPGs or "TT" RPGs), is that the permissible moves are not defined in advance by a set of rules or formulas or mechanics for defining and transforming the "gamestate". Permissible moves are [I]whatever everyone at the table agrees is possible for this character in this imagined situation[/I]. The rules and mechanics help shape that agreement and that shared imagination. [/QUOTE]
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