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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9228239" data-attributes="member: 82106"><p>They may be combining these things, but use your brain, why can't I have conflict resolution in a game where fiction is pre-established. Does that constrain you from saying "I want to find the papers, so I am going to open the safe!"? I don't see how! Sure, if the scenario has already established that, by gosh, there are surely papers in that safe, then that will constrain the types of outcomes the GM (or whomever/whatever) can narrate in response to a failure, but that's only a rather minor constraint. For example, I could still narrate that you opened the safe successfully. Many things could result in the non-acquisition of the papers within. Guards suddenly appear, an alarm goes off, you're nabbed by the cops on the way out, etc. </p><p></p><p>Likewise no myth play can exist in a game where task resolution is in force, I see no inherent reason why task resolution is impossible to use simply because the GM didn't make up the current fiction yesterday or a week ago. Declare the task, and succeed or fail.</p><p></p><p>Now, IMHO something at least close to conflict resolution and often low/no myth techniques are some of the best approaches to Narrativist play, but game designers, GMs, and players are infinitely creative!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9228239, member: 82106"] They may be combining these things, but use your brain, why can't I have conflict resolution in a game where fiction is pre-established. Does that constrain you from saying "I want to find the papers, so I am going to open the safe!"? I don't see how! Sure, if the scenario has already established that, by gosh, there are surely papers in that safe, then that will constrain the types of outcomes the GM (or whomever/whatever) can narrate in response to a failure, but that's only a rather minor constraint. For example, I could still narrate that you opened the safe successfully. Many things could result in the non-acquisition of the papers within. Guards suddenly appear, an alarm goes off, you're nabbed by the cops on the way out, etc. Likewise no myth play can exist in a game where task resolution is in force, I see no inherent reason why task resolution is impossible to use simply because the GM didn't make up the current fiction yesterday or a week ago. Declare the task, and succeed or fail. Now, IMHO something at least close to conflict resolution and often low/no myth techniques are some of the best approaches to Narrativist play, but game designers, GMs, and players are infinitely creative! [/QUOTE]
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