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RPGing and imagination: a fundamental point
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<blockquote data-quote="clearstream" data-source="post: 9229703" data-attributes="member: 71699"><p>It's more a rehabilitation of the task resolution construct. I think that "task resolution" is a poor term that misdirects. Folk have grown accustomed to it. If we continue to use it, some will continue to use it to mean something absurd, while others might decide to use the rehabilitated construct. Therefore a new term seems warranted, but that's not a hill I particularly care to die on.</p><p></p><p>Old task resolution thought that we were interested in resolving tasks for their own sake. That it was widely used was inexplicable, given resolving tasks for their own sake has zero utility to play. Drama resolution - or rehabilitated task resolution - rests on the following</p><p></p><p style="margin-left: 20px">(i) Players don't declare intentionless performances: it makes no sense to detach intent from performance.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(ii) If you go ahead and resolve intent with task, then what you're differentiating conflict resolution on the basis of is <strong>immediacy</strong>. How close intent is to performance. That's blurry, everyone will draw lines in different places.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(iii) If you don't resolve intent with task, you have something else in mind. Either you are that preposterous figure - arbitrary-GM - who thinks ponies might well be found inside safes. Or you're focused on something else that matters when "imagining is the core of the play of the game".</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(iv) In various of my posts above I've laid out why I think that the principle followed is alignment of performances with <strong>dramatic</strong> purpose.</p><p></p><p>Suppose one thinks (iv) is wrong. That's fine: it would be good to hear other notions for what principles, rubrics, norms or purposes guide GMs who are not simply arbitrary (their decisions defy coherent explanation). I've also said, incidentally, that conflict resolution has costs, too. Consider if car A is the perfect car and car B has a ding on the bonnet. Wouldn't we always choose car A!? It's important to ask - why do so many choose car B if car A is perfect? You need to entertain that there might be some respectable reason for going with B.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9229703, member: 71699"] It's more a rehabilitation of the task resolution construct. I think that "task resolution" is a poor term that misdirects. Folk have grown accustomed to it. If we continue to use it, some will continue to use it to mean something absurd, while others might decide to use the rehabilitated construct. Therefore a new term seems warranted, but that's not a hill I particularly care to die on. Old task resolution thought that we were interested in resolving tasks for their own sake. That it was widely used was inexplicable, given resolving tasks for their own sake has zero utility to play. Drama resolution - or rehabilitated task resolution - rests on the following [INDENT](i) Players don't declare intentionless performances: it makes no sense to detach intent from performance.[/INDENT] [INDENT][/INDENT] [INDENT](ii) If you go ahead and resolve intent with task, then what you're differentiating conflict resolution on the basis of is [B]immediacy[/B]. How close intent is to performance. That's blurry, everyone will draw lines in different places.[/INDENT] [INDENT][/INDENT] [INDENT](iii) If you don't resolve intent with task, you have something else in mind. Either you are that preposterous figure - arbitrary-GM - who thinks ponies might well be found inside safes. Or you're focused on something else that matters when "imagining is the core of the play of the game".[/INDENT] [INDENT][/INDENT] [INDENT](iv) In various of my posts above I've laid out why I think that the principle followed is alignment of performances with [B]dramatic[/B] purpose.[/INDENT] Suppose one thinks (iv) is wrong. That's fine: it would be good to hear other notions for what principles, rubrics, norms or purposes guide GMs who are not simply arbitrary (their decisions defy coherent explanation). I've also said, incidentally, that conflict resolution has costs, too. Consider if car A is the perfect car and car B has a ding on the bonnet. Wouldn't we always choose car A!? It's important to ask - why do so many choose car B if car A is perfect? You need to entertain that there might be some respectable reason for going with B. [/QUOTE]
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