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RPGing and imagination: a fundamental point
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<blockquote data-quote="aramis erak" data-source="post: 9209600" data-attributes="member: 6779310"><p>The Lumpley/Boss principle is not of need applicable to the player - see also Fighting Fantasy, Pick a Path to Adventure, Lone Wolf, 26 T&T official solos, 6 TFT ones...</p><p></p><p>The player fights the fights, makes the choices, but the imagination of the GM is fixed on paper, and there's no negotiation.</p><p></p><p>Further, that mechanics create no story is provably false for certain definitions of story. I'll use the following from Oxford dictionary of language...</p><p></p><ol> <li data-xf-list-type="ol">an account of imaginary or real people and events told for entertainment. <br /> "an adventure story"</li> <li data-xf-list-type="ol">an account of past events in someone's life or in the evolution of something. <br /> "the story of modern farming"</li> </ol><p>If I play a game of Formula Dé, a boardgame of Formula 1 racing, a bunch of tokens move around a gridded track based upon throws of dice and the whims of the players, in accord with the rules. After play, retellings can impart the story generated by the mechanics. There's no need to focus play on story to have one. Remembered mechanics and outcomes thereof can result in a story in each player's mind, if not two per. one is the story of the play of the game - a mere recollection (or misrecollection) of the facts of play, while the other is the effect of pareidolia turning the mechanical events into a recognizable story.</p><p></p><p>Not much imagination needed, it's just events and memories being triggered and linked. If one watched the movie Cars recently, they may conflate that in or not; it doesn't matter. The game generated events which the players controlled a car or 2 each through and resulted in a winner and at least 1 loser. (Due to game mechanics, ties are supremely rare.)</p><p></p><p>Humans tend to create stories from events, the same way they see faces in random image noise.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9209600, member: 6779310"] The Lumpley/Boss principle is not of need applicable to the player - see also Fighting Fantasy, Pick a Path to Adventure, Lone Wolf, 26 T&T official solos, 6 TFT ones... The player fights the fights, makes the choices, but the imagination of the GM is fixed on paper, and there's no negotiation. Further, that mechanics create no story is provably false for certain definitions of story. I'll use the following from Oxford dictionary of language... [LIST=1] [*]an account of imaginary or real people and events told for entertainment. "an adventure story" [*]an account of past events in someone's life or in the evolution of something. "the story of modern farming" [/LIST] If I play a game of Formula Dé, a boardgame of Formula 1 racing, a bunch of tokens move around a gridded track based upon throws of dice and the whims of the players, in accord with the rules. After play, retellings can impart the story generated by the mechanics. There's no need to focus play on story to have one. Remembered mechanics and outcomes thereof can result in a story in each player's mind, if not two per. one is the story of the play of the game - a mere recollection (or misrecollection) of the facts of play, while the other is the effect of pareidolia turning the mechanical events into a recognizable story. Not much imagination needed, it's just events and memories being triggered and linked. If one watched the movie Cars recently, they may conflate that in or not; it doesn't matter. The game generated events which the players controlled a car or 2 each through and resulted in a winner and at least 1 loser. (Due to game mechanics, ties are supremely rare.) Humans tend to create stories from events, the same way they see faces in random image noise. [/QUOTE]
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