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General Tabletop Discussion
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RPGing and imagination: a fundamental point
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<blockquote data-quote="clearstream" data-source="post: 9221796" data-attributes="member: 71699"><p>I accept your contention that those sorts of cases arise, and even feel confident of coming up with further examples of negotiation emerging during play... amidst spells of assertion. For clarity then, I do not say that negotiation never occurs during play.* To address any feeling that this is abstract, what I concretely observe is that actual play - both my own and that of others - proceeds via varying mixtures of negotiation and assertion.</p><p></p><p>I've pointed to Dolmenwood as an example of more of the latter, and can point to John Harper's own BitD campaign to show more of the former. I feel it is hard to explain either using a lense solely of assertion, or solely of negotiation. Adding complexity, increased frequencies of either can themselves depend on negotiation at an earlier moment in time. Although as a poster up-thread drew attention to, received norms may also play a role.</p><p></p><p>*EDIT Were I asked - "Is negotiation <em>always </em>needed for TTRPG play?" - I would answer "Yes, at some point in time." That could be wrong, but if so it's not badly wrong (and serves greater utility as a design assumption than the converse.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9221796, member: 71699"] I accept your contention that those sorts of cases arise, and even feel confident of coming up with further examples of negotiation emerging during play... amidst spells of assertion. For clarity then, I do not say that negotiation never occurs during play.* To address any feeling that this is abstract, what I concretely observe is that actual play - both my own and that of others - proceeds via varying mixtures of negotiation and assertion. I've pointed to Dolmenwood as an example of more of the latter, and can point to John Harper's own BitD campaign to show more of the former. I feel it is hard to explain either using a lense solely of assertion, or solely of negotiation. Adding complexity, increased frequencies of either can themselves depend on negotiation at an earlier moment in time. Although as a poster up-thread drew attention to, received norms may also play a role. *EDIT Were I asked - "Is negotiation [I]always [/I]needed for TTRPG play?" - I would answer "Yes, at some point in time." That could be wrong, but if so it's not badly wrong (and serves greater utility as a design assumption than the converse.) [/QUOTE]
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