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General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="clearstream" data-source="post: 9216234" data-attributes="member: 71699"><p>Keeping that example in mind, and introducing another case that may be related</p><ol> <li data-xf-list-type="ol">Players 1 and 2 are partway through a game of Chess</li> <li data-xf-list-type="ol">P1 castles their King to Queen-side, passing through a check given by P2s Bishop (akin to declaring their intent)</li> <li data-xf-list-type="ol">P2 sees the proposed move and points out that it isn't legal to castle through check (offers their understanding of the game)</li> <li data-xf-list-type="ol">This is the point where the players negotiate their understanding of the rules, it turns out that P1 wasn't aware of that constraint (one can readily conjure other examples where P1 has it right, and P2 makes a mistaken challenge to the move)</li> <li data-xf-list-type="ol">P1 concedes the point and retracts their move (retracting their proposal and presumably making a different one)</li> </ol><p>In each moment of Chess, there is an implicit test of agreement that proposed moves accord with the rules: in a real sense, moves only count once they are accepted by both players. In the example above, the players could have agreed to play "easy-castling-Chess" in which castling through check is perfectly allowed. A clear example of an up-front agreement adjusting what will be accepted in each moment.</p><p></p><p>Let's say we're not particularly concerned for the semantics, and call the process "wibbling". By my lights, "wibbling" can happen up-front, and that which has been wibbled up-front is normally not wibbled in the moment, even though it implicitly can be wibbled for all kinds of reasons. I don't say it is wibbled unless it is in fact wibbled, drawing a distinction between potential and actuality.</p><p></p><p><strong>Postscript:</strong> for a designer, having in mind this framework for wibbling is useful. They can decide i) what wibbling to mandate up front, ii) what wibbling to drive or expect in the moment, iii) who holds what rights in wibbling, such as who settles deadlocks... and so on. But isn't it right to say that for players, overt wibbling in the moment is only a good thing when that is the distinctive gameplay sought?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9216234, member: 71699"] Keeping that example in mind, and introducing another case that may be related [LIST=1] [*]Players 1 and 2 are partway through a game of Chess [*]P1 castles their King to Queen-side, passing through a check given by P2s Bishop (akin to declaring their intent) [*]P2 sees the proposed move and points out that it isn't legal to castle through check (offers their understanding of the game) [*]This is the point where the players negotiate their understanding of the rules, it turns out that P1 wasn't aware of that constraint (one can readily conjure other examples where P1 has it right, and P2 makes a mistaken challenge to the move) [*]P1 concedes the point and retracts their move (retracting their proposal and presumably making a different one) [/LIST] In each moment of Chess, there is an implicit test of agreement that proposed moves accord with the rules: in a real sense, moves only count once they are accepted by both players. In the example above, the players could have agreed to play "easy-castling-Chess" in which castling through check is perfectly allowed. A clear example of an up-front agreement adjusting what will be accepted in each moment. Let's say we're not particularly concerned for the semantics, and call the process "wibbling". By my lights, "wibbling" can happen up-front, and that which has been wibbled up-front is normally not wibbled in the moment, even though it implicitly can be wibbled for all kinds of reasons. I don't say it is wibbled unless it is in fact wibbled, drawing a distinction between potential and actuality. [B]Postscript:[/B] for a designer, having in mind this framework for wibbling is useful. They can decide i) what wibbling to mandate up front, ii) what wibbling to drive or expect in the moment, iii) who holds what rights in wibbling, such as who settles deadlocks... and so on. But isn't it right to say that for players, overt wibbling in the moment is only a good thing when that is the distinctive gameplay sought? [/QUOTE]
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