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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="howandwhy99" data-source="post: 6301776" data-attributes="member: 3192"><p>This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D.</p><p></p><p>In terms of theory? I'm guessing you mean game mechanics, otherwise I can't imagine who you are talking to.</p><p></p><p>No, I'm saying they are following the theories from a bad faith theorist and incidentally, even unknowingly in many cases, destroying the identity and even existence of a hobby they would never count themselves part of. How many of them play and enjoy wargames because of what wargames do exceptionally better than storygames could?</p><p></p><p>Than try and understand what I'm saying. Their is no continuity tracking in storygames. No board behind a screen. No pattern whatsoever carried over for absolutely everything in every way the game covers. Storygame situations are irrelevant to precedent and and outcome. A person's ability to play those games is in no way impeded by having zero memory or forethought (major game play traits).</p><p></p><p>...and utterly irrelevant throughout the course of one instance of game play. Unlike strategizing in any actual game story makers refer to context now with future and past being reinvented right along with it. No progression occurs ever. Which does contradict your assertion that that narrative is ongoing. I think often collaborative storytellers want them to be, but what mechanics support this? Actual games via actual game mechanics do do this. </p><p> </p><p>These are not varieties of the same type of game. They are two fundamentally different acts. You're not helping anyone by conflating the two.</p><p></p><p>Here's why I wrote back. I'm not interested in more back and forth line tossing. D&D is exceptionally difficult <em>for the players</em>. It is not even remotely so difficult for the DM. </p><p></p><p>As a DM you have a pattern behind a screen like the schematics for a Rubik's Cube. You have all these blueprints, notes, numbers, all to help you with current positioning, timing, and what to answer players' attempted actions with as they take them. </p><p></p><p>As a Player you might only have a blank sheet of paper and a pencil on your side of screen. But you need to actually learn how to solve that Rubik's cube / play that game functionally, if you have any hope of accomplishing anything at all within it not by accident.</p><p></p><p>The DM has all the answers on their side. The Players have none on theirs. That the DM needs to know where to look, how to organize, how to capably express is a given. But the players are the only ones actually playing the game and in a position to do so even. The DM doesn't need to even know the solution to the Rubik's Cube, just know how to turn the sides and track the pieces. Though if they were to design a code it takes a little more. And the DMG offers extensive advice on doing so.</p><p></p><p>In a storygame everyone is an author, not even a player. Sheets and pencils aren't required at all. And prep is laughable. Just bring anything you want to tell a story about. </p><p></p><p>These aren't even the same practice much less hobby. And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games.</p><p></p><p>I don't think you're in role play circles when outside "the minority". </p><p></p><p>I suggest you don't mean gameplay here, but emergent story. These are two very different things. Gameplay doesn't emerge. It exists prior to play in every kind of game.</p><p>That's a game I wouldn't want to ever be a part of. It's deliberate storygaming masquerading as an RPG with all the storygaming stuff advertised as "so much better than what came before". It's selling hotdog as steak. </p><p></p><p>EDIT: Heck, it's selling making stuff up for yourself as figuring out what another person is saying.</p><p></p><p>You're not playing role playing games. Stop telling people your practice is in any way the same as any to do with RPGs. Storytelling is not role playing. Stop pretending your minority viewpoint and minority community in the hobby is the vast majority and everyone else is actually defined by them. </p><p></p><p>Telling other people their identity is one of the key oppressions put forth by PM theory. Quit thinking anything you're hobby is doing has anything to do with the RPG hobby.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6301776, member: 3192"] This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D. In terms of theory? I'm guessing you mean game mechanics, otherwise I can't imagine who you are talking to. No, I'm saying they are following the theories from a bad faith theorist and incidentally, even unknowingly in many cases, destroying the identity and even existence of a hobby they would never count themselves part of. How many of them play and enjoy wargames because of what wargames do exceptionally better than storygames could? Than try and understand what I'm saying. Their is no continuity tracking in storygames. No board behind a screen. No pattern whatsoever carried over for absolutely everything in every way the game covers. Storygame situations are irrelevant to precedent and and outcome. A person's ability to play those games is in no way impeded by having zero memory or forethought (major game play traits). ...and utterly irrelevant throughout the course of one instance of game play. Unlike strategizing in any actual game story makers refer to context now with future and past being reinvented right along with it. No progression occurs ever. Which does contradict your assertion that that narrative is ongoing. I think often collaborative storytellers want them to be, but what mechanics support this? Actual games via actual game mechanics do do this. These are not varieties of the same type of game. They are two fundamentally different acts. You're not helping anyone by conflating the two. Here's why I wrote back. I'm not interested in more back and forth line tossing. D&D is exceptionally difficult [I]for the players[/I]. It is not even remotely so difficult for the DM. As a DM you have a pattern behind a screen like the schematics for a Rubik's Cube. You have all these blueprints, notes, numbers, all to help you with current positioning, timing, and what to answer players' attempted actions with as they take them. As a Player you might only have a blank sheet of paper and a pencil on your side of screen. But you need to actually learn how to solve that Rubik's cube / play that game functionally, if you have any hope of accomplishing anything at all within it not by accident. The DM has all the answers on their side. The Players have none on theirs. That the DM needs to know where to look, how to organize, how to capably express is a given. But the players are the only ones actually playing the game and in a position to do so even. The DM doesn't need to even know the solution to the Rubik's Cube, just know how to turn the sides and track the pieces. Though if they were to design a code it takes a little more. And the DMG offers extensive advice on doing so. In a storygame everyone is an author, not even a player. Sheets and pencils aren't required at all. And prep is laughable. Just bring anything you want to tell a story about. These aren't even the same practice much less hobby. And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games. I don't think you're in role play circles when outside "the minority". I suggest you don't mean gameplay here, but emergent story. These are two very different things. Gameplay doesn't emerge. It exists prior to play in every kind of game. That's a game I wouldn't want to ever be a part of. It's deliberate storygaming masquerading as an RPG with all the storygaming stuff advertised as "so much better than what came before". It's selling hotdog as steak. EDIT: Heck, it's selling making stuff up for yourself as figuring out what another person is saying. You're not playing role playing games. Stop telling people your practice is in any way the same as any to do with RPGs. Storytelling is not role playing. Stop pretending your minority viewpoint and minority community in the hobby is the vast majority and everyone else is actually defined by them. Telling other people their identity is one of the key oppressions put forth by PM theory. Quit thinking anything you're hobby is doing has anything to do with the RPG hobby. [/QUOTE]
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