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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9220878" data-attributes="member: 42582"><p>Now, suppose that you are going to play a game <em>with others</em> in which the game moves are all about <em>your imagined person doing things</em>.</p><p></p><p>You would need some way of (i) establishing what is permissible or not for your person to do ([USER=6696971]@Manbearcat[/USER] called this "credibility testing" not far upthread), and (ii) establishing what the situation is in which your person finds themself. And because you're doing this with others, you would need a way to have everyone agree on what has been established via (i) and (ii).</p><p></p><p>Now suppose, further, that you want your imagination about your person to be <em>exciting</em>, and/or <em>suspenseful</em>, in the sense that your person is confronted by challenges or obstacles or conflicts, and you get the thrill of finding out whether and how they cope with them. So the ways you establish what happens next, when your person engages the situation (ie (ii) above) via their capabilities (ie (i) above), need to be different from just <em>you making it up yourself</em> or even <em>you talking it through with your friends</em>.</p><p></p><p>Now, at least in a rough fashion, we have set out the core problem of RPG design.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9220878, member: 42582"] Now, suppose that you are going to play a game [I]with others[/I] in which the game moves are all about [I]your imagined person doing things[/I]. You would need some way of (i) establishing what is permissible or not for your person to do ([USER=6696971]@Manbearcat[/USER] called this "credibility testing" not far upthread), and (ii) establishing what the situation is in which your person finds themself. And because you're doing this with others, you would need a way to have everyone agree on what has been established via (i) and (ii). Now suppose, further, that you want your imagination about your person to be [I]exciting[/I], and/or [I]suspenseful[/I], in the sense that your person is confronted by challenges or obstacles or conflicts, and you get the thrill of finding out whether and how they cope with them. So the ways you establish what happens next, when your person engages the situation (ie (ii) above) via their capabilities (ie (i) above), need to be different from just [I]you making it up yourself[/I] or even [I]you talking it through with your friends[/I]. Now, at least in a rough fashion, we have set out the core problem of RPG design. [/QUOTE]
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