Crimson Longinus
Legend
3x2=6.Ah, no wonder I didn't find it, the word "three" is in there, but not "six".![]()
I wouldn't be holding my breath!I look forward to seeing your next step.
3x2=6.Ah, no wonder I didn't find it, the word "three" is in there, but not "six".![]()
I wouldn't be holding my breath!I look forward to seeing your next step.
Sure. I can tell the some kind of story about this thread, or my trip to the car mechanic. That doesn't mean these things have plot.
That this is the point of contention is absolutely baffling to me.
I elaborated further, but no. The principles and agenda of play in PbtA games do NOT tell the GM how to decide if moves succeed or fail, they tell them to use the mechanics. If the irreducible procedure point is that the GM decides success -- ie, Bob Says -- and they are free to do this any way they want, then you cannot claim to be achieving the goals of Story Now play.IMHO there is a bit more there, though. There is a PROCESS OF PLAY which is inherent in that core. Also, remember, any actual instance of a game will have concrete principles and agenda, so that is going to shape/constrain the 'just make stuff up'. I was not trying to state that such a 'stripped down' game would lack those. I agree totally that if the entirety of your game just states that the player makes up some action and the MC just responds to it with something, without any rhyme, reason, or agenda at all, then you simply have "collaborative story hour." I mean, I'd go further and state that you want to pick your principles and agenda rather carefully, and they will probably mirror those of AW to a significant degree, if you want the result to be Story Now RPG play. If ALL you have is just 'make stuff up' then you could also add in agenda/principles/practices that might reflect any sort of RP agenda at all, and thus we have reached an irreducible initial principle, there are participants, and they say stuff about what characters do, which is in and of itself not very insightful![]()
Oh, absolutely agreed! To me your position is self evidently so extreme, that it simply renders your definitions utterly unusable, so there is no point in further conversation.And, that said, if you don't see this, then I'm not sure there's any room whatsoever to reach any kind of understanding on this topic, or even the topic of how stories are told and what's important to them.
Why would agreeing naughty word happens in all games have anything to do with this argument. Of course things happen in games. You can't classify on that. This was my point -- games that are engaging is too broad to be a useful categorization. I'm glad we agr... oh, no, apparently we don't.I think you are just being too pedantic here. naughty word HAPPENS IN ALL GAMES, right? We can agree on that? So, you cannot classify anything on that basis. There are likely SOME SORT of motivations ascribed to the PCs in pretty much every game, though yes when you rolled up Dwarf #12 in your B/X game you probably just assumed "greed for treasure" and didn't visit that. OTOH at some point even Dwarf #12 will acquire some sort of motives, however superficial and meant to serve a gamist cause. Again, simply ascribing a character trait to a PC won't get us any analytical mileage. It is all how this stuff is used.
Yes, manipulation of setting to serve story is a very extreme viewpoint. Way out there. No one has ever been so extreme as to note that shows routinely lampshade, hand wave, and even directly contradict their own setting lore just to tell a story. I will report myself for re-education for daring to doubt that the setting is why people watch Star Trek.Oh, absolutely agreed! To me your position is self evidently so extreme, that it simply renders your definitions utterly unusable, so there is not point for further conversation.
I don't accept that an RPG session is a dramatic work, as a matter of fact. These are terms of art. An RPG session may be the performance of a dramatic work. Not the same thing. Also, doesn't have to be at all.Sure, it is baffling.
The dictionary definition is:
Also called storyline. the plan, scheme, or main story of a literary or dramatic work, as a play, novel, or short story.
So if we accept that a RPG session is "a dramatic work" (and I would) then the ensuing story is by definition a plot. It might not be a good one, but that's besides the point.
I have been reading the whole series and am into the Q&A followups. Lots of brilliant stuff in there, well worth the time to read. Thanks for the reference, @pemerton!Vincent Baker, in section 4 of this, says basically the same thing as AbdulAlhazred does. I don't know if AbdulAlhazred has read it before, or has independently arrived at the same position as Baker. Either way, I think that Baker saying it tends to suggest that AbdulAlhazred is right.
How do you examine the Conceit without doing something to portray or instantiate it? "Emulation" is just the process of portrayal. As said elsewhere, it is the act of elevating a concept so that one might appreciate it. Sometimes this will mean Emulation in the sense of genre and the conventions so associated. Sometimes it will mean Emulation in the sense of a specific author's work (Jack Vance, HP Lovecraft, JRR Tolkien), others an overall theme or idea with no singular source that goes a bit beyond genre proper ("wacky hijinks," "survival," "intrigue"), or cultural packages associated with particular time periods and/or regions (e.g. "Arabian Nights," "Wuxia," "Sword-and-Sandal"), etc.OK, but I have to ask, why is Conceit wedded to emulation? Can I not explore a concept in terms of an entirely novel milieu or at least without regard to emulating anything?
I'm not sure what you mean. If the purpose is to enjoyably examine a thematic concept (whatever form that takes), and the system ever, for any reason, tells you that a result is inconsistent with that thematic concept, it seems to me you have only two choices: (1) accept the result because you value something else more than you value portraying the thematic concept, or (2) reject the result because you value faithfulness to the concept more than other things, and thus alter the result so that it suits. The secrecy of fudging and illusionism are a separate concern, namely preserving the false impression that the game remains fully G&S or S&A—aka "Simulationist" or "Gamist"—that arises from trying to, in essence, have one's cake and eat it too.I think it might depend on the TYPE of conceit!
Edwards pointed out repeatedly that his categories were to be considered as describing moments and decisions (see Labels), not players or whole games, but then he would go ahead and say things like "Simulationist game", often with a comment that he was doing it as a shorthand for something like "game that prioritizes or supports Simulationist play". But shorthands have a way of masking....This has the added bonus of giving an additional explanations for why "incoherent" systems would tend to predominate even when many players have one particular preferred game-purpose. (Not that my taxonomy has "incoherent" as a thing, since I think that was a pejorative error on Edwards' part. I'm just responding to his use of it.) That is, people may genuinely actually want different purposes at different times within the same game, or may want to satiate multiple interests over the course of play, so long as each gets some attention. This is a direct challenge to Edwards' assertion (which may or may not have been explicitly stated?) that each person can value one and only one "creative agenda" in a given game. (I don't think he was so foolish as to assert that someone can't enjoy a Sim game for its Sim-ness and a Nar game for its Nar-ness. But he definitely seemed to have said "you can't enjoy both Nar AND Sim in the same game.")

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.