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Space and time in RPG setting and situation
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<blockquote data-quote="clearstream" data-source="post: 8979357" data-attributes="member: 71699"><p>Potentially, the concern is simply an artifact of semantics. When I write out <em>Character => Situation => Setting</em> I seem committed to a linear hierarchy or sequence. One might redraw that in another way to confirm the centrality of character without committing to setting coming before or after.</p><p></p><p>It seems to me that it is that <em>character </em>as catalyst for <em>setting</em> and <em>situation</em> that is of interest, without need to commit to situation always preceding setting, or setting always postdating character. What is in the setting matters because it matters or mattered to the characters.</p><p></p><p>It seems then hard to envision that situation wouldn't arise out of predominantly character but also in cases preestablished truths about setting. Notwithstanding that I think it's reasonable to have a purer form as the purpose one has in mind for one's play or game design.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8979357, member: 71699"] Potentially, the concern is simply an artifact of semantics. When I write out [I]Character => Situation => Setting[/I] I seem committed to a linear hierarchy or sequence. One might redraw that in another way to confirm the centrality of character without committing to setting coming before or after. It seems to me that it is that [I]character [/I]as catalyst for [I]setting[/I] and [I]situation[/I] that is of interest, without need to commit to situation always preceding setting, or setting always postdating character. What is in the setting matters because it matters or mattered to the characters. It seems then hard to envision that situation wouldn't arise out of predominantly character but also in cases preestablished truths about setting. Notwithstanding that I think it's reasonable to have a purer form as the purpose one has in mind for one's play or game design. [/QUOTE]
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