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S/Z: On the Difficulties of RPG Theory & Criticism
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<blockquote data-quote="Fenris-77" data-source="post: 7920661" data-attributes="member: 6993955"><p>I think you need to maintain some separation between the game itself and what is done with the game. The fact that a particular GM, or a particular table might do x,y, or z in a game isn't really the point. The rules for 5E D&D no more constrain a GM from running an adventure path than does FATE, or any other game, same with the sandbox - those are example of table play and reflect decisions and norms present at the table, but they do not describe the game itself in any meaningful way. That is not to say that discussing the played game isn't important, only to highlight that the played game is separate from the game set out in an RPG rulebook. A lot of people fail to make that distinction and confusion generally ensues.</p><p></p><p>I think the issue of shared vocabulary is a key idea here, not just because having a shared critical vocabulary would facilitate a less contentious discussion in many cases, but also because it would highlight those instances where a contributor to a discussion isn't using the same set of vocabulary of even indeed talking about the same thing at all. One place where definitional stability could be useful is in determining instances of 'is' from instances of 'ought'. Many people who participate in the sorts of discussion we are talking about here regularly conflate 'is' from 'ought' and pounce upon the latter idea as the prime mover. What is generally lacking is any kind of nuanced discussion of the vast array of 'ought' and the difference between personal preference within that realm versus a more complete or descriptive discussion of 'ought' in a general sense.</p><p></p><p>I feel like posts in this thread should come with references. What I'm talking about here maps pretty well to <a href="http://www.ijrp.subcultures.nl/wp-content/uploads/2009/01/montola_the_invisible_rules_of_role_playing.pdf" target="_blank">this article by Markus Montola</a>.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7920661, member: 6993955"] I think you need to maintain some separation between the game itself and what is done with the game. The fact that a particular GM, or a particular table might do x,y, or z in a game isn't really the point. The rules for 5E D&D no more constrain a GM from running an adventure path than does FATE, or any other game, same with the sandbox - those are example of table play and reflect decisions and norms present at the table, but they do not describe the game itself in any meaningful way. That is not to say that discussing the played game isn't important, only to highlight that the played game is separate from the game set out in an RPG rulebook. A lot of people fail to make that distinction and confusion generally ensues. I think the issue of shared vocabulary is a key idea here, not just because having a shared critical vocabulary would facilitate a less contentious discussion in many cases, but also because it would highlight those instances where a contributor to a discussion isn't using the same set of vocabulary of even indeed talking about the same thing at all. One place where definitional stability could be useful is in determining instances of 'is' from instances of 'ought'. Many people who participate in the sorts of discussion we are talking about here regularly conflate 'is' from 'ought' and pounce upon the latter idea as the prime mover. What is generally lacking is any kind of nuanced discussion of the vast array of 'ought' and the difference between personal preference within that realm versus a more complete or descriptive discussion of 'ought' in a general sense. I feel like posts in this thread should come with references. What I'm talking about here maps pretty well to [URL='http://www.ijrp.subcultures.nl/wp-content/uploads/2009/01/montola_the_invisible_rules_of_role_playing.pdf']this article by Markus Montola[/URL]. [/QUOTE]
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