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S/Z: On the Difficulties of RPG Theory & Criticism
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<blockquote data-quote="Nagol" data-source="post: 7921356" data-attributes="member: 23935"><p>I like premise constraint more than force in the context of constraints previously agreed at the table. I ran a D&D campaign until high level with the premise "all play will occur in this one city" once to show that it can be done decently well. If a player decides to violate the original premise of the agreed campaign (by going to visit a relative in a different city for a RL example), they are the one attempting to apply force. The GM or rest of the table may resist/refuse as the campaign premise is being violated. The same resistance could happen if the GM decides to offer plot lines that leave the city environs as that would also be a violation of campaign premise. If a person tries to break through a brick wall, the wall isn't the thing applying force.</p><p></p><p>It's not so much information loss in my case I don't think. It's more premise violation. Each game engine comes with expectations both implicit and explicit. Some directly exist in the engine. Others exist because of previous history with the game.</p><p></p><p>When I sit down to play D&D, I feel part of the implied premises is players will provide meaningful strategic planning including resource allocation/hoarding and a player will play a single character and wholly act within its capabilities. In contrast, when I sit down to play FATE the expectations are the players will help build out the universe in areas where their characters are experts, the players are expected to hunt for advantage in circumstance and situation, and the players are expected to try and provide (or at least not fight) a more cinematic / narrative experience including setbacks, highlighted personal flaws, etc. Dungeonworld (and every other discrete game system) comes with a different set of expectations. Of the former, I prefer to play D&D editions with the aforementioned premises (or other games with similar expectations) as that best matches what I'm looking for as a player. I'm happy to run any number of systems as my preferences as a GM vary dramatically depending on the table experience I'm attempting to achieve for any particular game.</p><p></p><p>The game I sit down to play is one whose expectations and premises match what I want to do in the game. If a game revision drifts too far from its previous expectations and premise then it needs to get reevaluated as to whether it still belongs in the line up of games I'll use or if there is a game in my line up that better meets those expectations.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7921356, member: 23935"] I like premise constraint more than force in the context of constraints previously agreed at the table. I ran a D&D campaign until high level with the premise "all play will occur in this one city" once to show that it can be done decently well. If a player decides to violate the original premise of the agreed campaign (by going to visit a relative in a different city for a RL example), they are the one attempting to apply force. The GM or rest of the table may resist/refuse as the campaign premise is being violated. The same resistance could happen if the GM decides to offer plot lines that leave the city environs as that would also be a violation of campaign premise. If a person tries to break through a brick wall, the wall isn't the thing applying force. It's not so much information loss in my case I don't think. It's more premise violation. Each game engine comes with expectations both implicit and explicit. Some directly exist in the engine. Others exist because of previous history with the game. When I sit down to play D&D, I feel part of the implied premises is players will provide meaningful strategic planning including resource allocation/hoarding and a player will play a single character and wholly act within its capabilities. In contrast, when I sit down to play FATE the expectations are the players will help build out the universe in areas where their characters are experts, the players are expected to hunt for advantage in circumstance and situation, and the players are expected to try and provide (or at least not fight) a more cinematic / narrative experience including setbacks, highlighted personal flaws, etc. Dungeonworld (and every other discrete game system) comes with a different set of expectations. Of the former, I prefer to play D&D editions with the aforementioned premises (or other games with similar expectations) as that best matches what I'm looking for as a player. I'm happy to run any number of systems as my preferences as a GM vary dramatically depending on the table experience I'm attempting to achieve for any particular game. The game I sit down to play is one whose expectations and premises match what I want to do in the game. If a game revision drifts too far from its previous expectations and premise then it needs to get reevaluated as to whether it still belongs in the line up of games I'll use or if there is a game in my line up that better meets those expectations. [/QUOTE]
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