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General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9231114" data-attributes="member: 82106"><p>I'm 'agreeing' if that is the way it must be put, that fictional position exists as a thing which generally binds play. It isn't about hidden and not hidden, if a piece of information, in narrativist play, is required in order to understand the fictional constraints in operation at that time, then hiding it is dysfunctional play.</p><p></p><p>Oh, I am not against that, its simply explication and color. I mean, it isn't a full revelation of the location of the papers, but further play will follow. In general most Narrativist play strongly tends to cut to the chase though, revealing lists of places where something is not located is beating around the bush. The papers are rumored to be located in the Banker's Office, as the Mayor's clerk will tell you she saw him making off with them several weeks back, and she thinks he's blackmailing the Mayor too!</p><p></p><p>I don't think I agree. I mean, neither of us participated in said scenario (I think it was hypothetical anyway) so we don't know what ACTUAL constraints the GM and players took note of. However, I do not believe that those things were immaterial to the formulation and acceptance of the proposition of an orc. Nor is the character utilizing an 'orc summoning' power which provides some sort of alternate logic. Play in these games, in all RPGs generally speaking, revolves around appropriate fiction and its appropriate, expected, and consistent use in constraining the evolution of the game state and further fiction. You can, of course, assert that any given example of play does not exemplify this, but that just makes it 'bad play'. I guess you could further assert that game system X is difficult to use and leads to a lot of bad play, perhaps. I'd stick to specific examples and fairly narrow cases there.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9231114, member: 82106"] I'm 'agreeing' if that is the way it must be put, that fictional position exists as a thing which generally binds play. It isn't about hidden and not hidden, if a piece of information, in narrativist play, is required in order to understand the fictional constraints in operation at that time, then hiding it is dysfunctional play. Oh, I am not against that, its simply explication and color. I mean, it isn't a full revelation of the location of the papers, but further play will follow. In general most Narrativist play strongly tends to cut to the chase though, revealing lists of places where something is not located is beating around the bush. The papers are rumored to be located in the Banker's Office, as the Mayor's clerk will tell you she saw him making off with them several weeks back, and she thinks he's blackmailing the Mayor too! I don't think I agree. I mean, neither of us participated in said scenario (I think it was hypothetical anyway) so we don't know what ACTUAL constraints the GM and players took note of. However, I do not believe that those things were immaterial to the formulation and acceptance of the proposition of an orc. Nor is the character utilizing an 'orc summoning' power which provides some sort of alternate logic. Play in these games, in all RPGs generally speaking, revolves around appropriate fiction and its appropriate, expected, and consistent use in constraining the evolution of the game state and further fiction. You can, of course, assert that any given example of play does not exemplify this, but that just makes it 'bad play'. I guess you could further assert that game system X is difficult to use and leads to a lot of bad play, perhaps. I'd stick to specific examples and fairly narrow cases there. [/QUOTE]
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RPGing and imagination: a fundamental point
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