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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9232231" data-attributes="member: 42582"><p>I took [USER=82106]@AbdulAlhazred[/USER] to be saying something else:</p><p></p><p>This is not the non-use of resolution mechanics. This is the non-framing of an action declaration.</p><p></p><p>As I also said to [USER=82106]@AbdulAlhazred[/USER], to me this does not seem to me to be the sort of play DitV aims at. And I continue to take the view that, in DitV, if the players are having their PCs look for information in a place that the GM's prep specifies it cannot be found, something has gone wrong: the GM has failed to <em>actively reveal the town in play</em>.</p><p></p><p>"If nothing’s at stake, say yes to the players, whatever they’re doing. . . . If they ask for information, give it to them." (p 139). If the GM is adhering to this principle, the players won't come to have a false belief about where the documents are located.</p><p></p><p>Suppose the GM has a NPC lie - as per p 140, </p><p></p><p style="margin-left: 20px">That’s okay! I have the NPC lie. You’ve watched movies. You always can tell when you’re watching a movie who’s lying and who’s telling the truth. And wouldn’t you know it, most the time the players are looking at me with skeptical looks, and I give them a little sly nod that yep, she’s lying.</p><p></p><p>So the players won't have their PCs look in the safe, with the players hoping to find the dirt. Perhaps they open the safe to prove a point that the documents aren't in there. Maybe we even collectively narrate a colour scene, in which the PCs confirm their suspicion that they have been lied to, by checking the safe. (And maybe this is the sort of thing @AbdulAlhzared had in mind.) What we don't have is a situation in which the players believe something is at stake - that the documents might be in the safe - when in fact it's not.</p><p></p><p>And there's a reason for this, within the context of DitV as a RPG: it's not a game about <em>finding stuff out</em>. It's a game about <em>responding, judging, and imposing one's will</em> on a conflicted social, emotional and spiritual situation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9232231, member: 42582"] I took [USER=82106]@AbdulAlhazred[/USER] to be saying something else: This is not the non-use of resolution mechanics. This is the non-framing of an action declaration. As I also said to [USER=82106]@AbdulAlhazred[/USER], to me this does not seem to me to be the sort of play DitV aims at. And I continue to take the view that, in DitV, if the players are having their PCs look for information in a place that the GM's prep specifies it cannot be found, something has gone wrong: the GM has failed to [I]actively reveal the town in play[/I]. "If nothing’s at stake, say yes to the players, whatever they’re doing. . . . If they ask for information, give it to them." (p 139). If the GM is adhering to this principle, the players won't come to have a false belief about where the documents are located. Suppose the GM has a NPC lie - as per p 140, [indent]That’s okay! I have the NPC lie. You’ve watched movies. You always can tell when you’re watching a movie who’s lying and who’s telling the truth. And wouldn’t you know it, most the time the players are looking at me with skeptical looks, and I give them a little sly nod that yep, she’s lying.[/indent] So the players won't have their PCs look in the safe, with the players hoping to find the dirt. Perhaps they open the safe to prove a point that the documents aren't in there. Maybe we even collectively narrate a colour scene, in which the PCs confirm their suspicion that they have been lied to, by checking the safe. (And maybe this is the sort of thing @AbdulAlhzared had in mind.) What we don't have is a situation in which the players believe something is at stake - that the documents might be in the safe - when in fact it's not. And there's a reason for this, within the context of DitV as a RPG: it's not a game about [I]finding stuff out[/I]. It's a game about [I]responding, judging, and imposing one's will[/I] on a conflicted social, emotional and spiritual situation. [/QUOTE]
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