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RPGing and imagination: a fundamental point
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<blockquote data-quote="Manbearcat" data-source="post: 9221778" data-attributes="member: 6696971"><p>Just a little clarity on what I'm putting forth. </p><p></p><p>For sure, there are "actions the rules don't cover" moments of play that will turn exceptions into subsequently encoded action resolution norms. However, what I'm talking about is both those initiating moments (where negotiation occurs to generate that encoding), but also:</p><p></p><p>* Dungeon rooms or wilderness locations in B/X where a player explores a locale via conversation (before committing to an action) and a process of "emergent stocking" (lets call it) occurs where the key for a dungeon room or a hex has (a) plenty of information encoded but (b) inevitably room for subsequent stocking at a more granular level. If/when a player asks "is there <em>x </em>here" or "is the nature of y <em>thus</em>" and that x and <em>thus </em>is pivotal to their decision-space and filling out and considering their potential lines of play, then I might roll 1d6 and on a 1 (or 1/2) say "yes" or I might outright say "yes" or I might outright say "no" contingent upon how that conversation unfurls (and how the minds directing it convey their mental model/extrapolations).</p><p></p><p>* Same thing for AD&D except I would have come up with a percentile number and rolled against that if I wanted to "disclaim decision-making" to a fortune roll.</p><p></p><p>So you have both:</p><p></p><p>1) How exceptions/stunts become encoded as you move through play.</p><p></p><p>2) Post-prep, granular stocking of dungeon rooms or hexes via the back-and-forth of play.</p><p></p><p>3) Not mentioned in the above, but when convincing an NPC (particularly an emergent one generated by a Wandering Monster or Random Encounter and an attendant Reaction Roll), the dynamics of (2) are true, just sub out the dynamics of furniture/topography (etc) for ethos and motivations.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9221778, member: 6696971"] Just a little clarity on what I'm putting forth. For sure, there are "actions the rules don't cover" moments of play that will turn exceptions into subsequently encoded action resolution norms. However, what I'm talking about is both those initiating moments (where negotiation occurs to generate that encoding), but also: * Dungeon rooms or wilderness locations in B/X where a player explores a locale via conversation (before committing to an action) and a process of "emergent stocking" (lets call it) occurs where the key for a dungeon room or a hex has (a) plenty of information encoded but (b) inevitably room for subsequent stocking at a more granular level. If/when a player asks "is there [I]x [/I]here" or "is the nature of y [I]thus[/I]" and that x and [I]thus [/I]is pivotal to their decision-space and filling out and considering their potential lines of play, then I might roll 1d6 and on a 1 (or 1/2) say "yes" or I might outright say "yes" or I might outright say "no" contingent upon how that conversation unfurls (and how the minds directing it convey their mental model/extrapolations). * Same thing for AD&D except I would have come up with a percentile number and rolled against that if I wanted to "disclaim decision-making" to a fortune roll. So you have both: 1) How exceptions/stunts become encoded as you move through play. 2) Post-prep, granular stocking of dungeon rooms or hexes via the back-and-forth of play. 3) Not mentioned in the above, but when convincing an NPC (particularly an emergent one generated by a Wandering Monster or Random Encounter and an attendant Reaction Roll), the dynamics of (2) are true, just sub out the dynamics of furniture/topography (etc) for ethos and motivations. [/QUOTE]
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