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RPGing and imagination: a fundamental point
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<blockquote data-quote="Manbearcat" data-source="post: 9226264" data-attributes="member: 6696971"><p>Honestly, I'm not clear on what we're doing right now. I'm not clear what conversation we're having.</p><p></p><p>I thought:</p><p></p><p>* You were disputing Harper's schematic which juxtaposes conflict resolution and task resolution, specifically the convention of task resolution being reliant upon comparatively (or totally) unconstrained GM Fiat where conflict resolution is reliant upon systemic constraint and governing superstructure.</p><p></p><p>* Following from that and other things you wrote, I thought you were then communicating two things:</p><p></p><p>1) That task resolution can substantively replicate conflict resolution.</p><p></p><p>2) That it can do so without a reliance upon GM Fiat (which it must do in order to illustrate 1).</p><p></p><p></p><p>Net: I'm very confused on what work "frame" is doing in the following statement: “I believe I can frame any task resolution as a conflict resolution.” If we're not talking about a claim regarding the substantive reproduction of the course and experience of play such that task resolution and conflict resolution are indistinguishable from one another (which necessitates illustrating 2 above), then I'm not sure what we're talking about. </p><p></p><p>Maybe talk about what "frame" is doing in the above sentence in a way that is fundamental to the course and experience of playing a TTRPG? That might help clear things up a bit for me. In particular, if you can connect that to your dispute of Harper's diagrams?</p><p></p><p></p><p></p><p>Yes, the GM creates the Towns. That includes the named NPCs motivations and their Stats, Traits, Relationships, Belongings and a batch of proto-NPCs. Yes, the GM plays the NPCs but they do so within the systemic constraint inherent to the game and the governing superstructure.</p><p></p><p>This includes:</p><p></p><p>* Create Towns with some "Something Wrong." NPCs with a claim to the PCs’ time, some NPCs who can’t ignore the PCs’ arrival, and some NPCs who’ve done harm, but for reasons anybody could understand. This includes making the situations "grabby" via:</p><p></p><p>* Generate and provoke thematic conflict toward the premise of the game broadly that provokes PCs.</p><p></p><p>* Generate and provoke thematic conflict toward one or more PCs in particular (which indexes their PC Traits, Relationships, etc).</p><p></p><p>* Generate motivations toward or away from sin and strife, toward or away from The King of Life, toward or away from The Faith's hierarchy of Stewardship, toward or away from the roles of The Faithful, toward or away from The Territorial Authority, toward or away from Eastern influence, toward or away from The Mountain People, toward or away from Sorcery and Demonic Possession, toward or away from the PCs.</p><p></p><p>* "At every moment, drive play toward conflict."</p><p></p><p>* "Say yes, or roll the dice."</p><p></p><p>* Bring the Town and your NPCs to life and follow the rules (the encoded superstructure of play which is not "opt-out").</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9226264, member: 6696971"] Honestly, I'm not clear on what we're doing right now. I'm not clear what conversation we're having. I thought: * You were disputing Harper's schematic which juxtaposes conflict resolution and task resolution, specifically the convention of task resolution being reliant upon comparatively (or totally) unconstrained GM Fiat where conflict resolution is reliant upon systemic constraint and governing superstructure. * Following from that and other things you wrote, I thought you were then communicating two things: 1) That task resolution can substantively replicate conflict resolution. 2) That it can do so without a reliance upon GM Fiat (which it must do in order to illustrate 1). Net: I'm very confused on what work "frame" is doing in the following statement: “I believe I can frame any task resolution as a conflict resolution.” If we're not talking about a claim regarding the substantive reproduction of the course and experience of play such that task resolution and conflict resolution are indistinguishable from one another (which necessitates illustrating 2 above), then I'm not sure what we're talking about. Maybe talk about what "frame" is doing in the above sentence in a way that is fundamental to the course and experience of playing a TTRPG? That might help clear things up a bit for me. In particular, if you can connect that to your dispute of Harper's diagrams? Yes, the GM creates the Towns. That includes the named NPCs motivations and their Stats, Traits, Relationships, Belongings and a batch of proto-NPCs. Yes, the GM plays the NPCs but they do so within the systemic constraint inherent to the game and the governing superstructure. This includes: * Create Towns with some "Something Wrong." NPCs with a claim to the PCs’ time, some NPCs who can’t ignore the PCs’ arrival, and some NPCs who’ve done harm, but for reasons anybody could understand. This includes making the situations "grabby" via: * Generate and provoke thematic conflict toward the premise of the game broadly that provokes PCs. * Generate and provoke thematic conflict toward one or more PCs in particular (which indexes their PC Traits, Relationships, etc). * Generate motivations toward or away from sin and strife, toward or away from The King of Life, toward or away from The Faith's hierarchy of Stewardship, toward or away from the roles of The Faithful, toward or away from The Territorial Authority, toward or away from Eastern influence, toward or away from The Mountain People, toward or away from Sorcery and Demonic Possession, toward or away from the PCs. * "At every moment, drive play toward conflict." * "Say yes, or roll the dice." * Bring the Town and your NPCs to life and follow the rules (the encoded superstructure of play which is not "opt-out"). [/QUOTE]
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