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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8633164" data-attributes="member: 6696971"><p>I don’t disagree with you that social contract and communication issues and “differences of perception of events when complex issues arise” are a thing.</p><p></p><p>I do however disagree with the idea that “pretty much everything that happens in an ttrpg session is indicative of <any of the 3 problems listed above> and therefore it is unnecessary to develop a corpus of clearly codified provisions and constraints upon social exchange which negotiate and mediate these complex issues before they arise.” Philosophy, segments of religion, law, code, mediation, and even things like sportsmanship exist precisely to clarify and resolve these complexities before they manifest to the point of “social-fabric-destroying-umbrage.”</p><p></p><p>In TTRPGs (aligned with this conversation), this is the work of clarified and transparent design goals leading to clarified and coherent play goals + procedures + orientation to play by the constituent participant roles + best practices which leads to relatively seamless conversations and pacing (the kind that isn’t overburdened with and bogged down by the equivalent of “social pixel-bitching” or resolving passive-aggressive or overt rancor in-situ).</p><p></p><p>If I took the lieutenant off the proverbial table (I removed it from GM deployable assets) and I’m expecting that “win” to be honored (Gamism), it would help if there was actually encoded forbiddance of my GM basically “shadow redeployaing the lieutenant asset” via Genre Emulation (the story coheres better from a dramatic arc perspective or a genre logic perspective if the the lieutenant gets away!) or Process Simulation (of course a member of the rank and file steps up to fill the hierarchical vacuum of the fallen lieutenant…this is Hierarchy Natural Law 101!), thus negating my earned success and attendant favorable gamestate!</p><p></p><p>Or if, like Cortex+’s Doom Pool, there were clarified, table-facing procedures to allow the GM to make a move to allow “the lieutenant asset to be refreshed” (and whatever fiction the game allows to support this gamestate).</p><p></p><p>You can instantiate “the great lieutenant refresh problem” in dozens of reskinned configurations in any given TTRPG game.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8633164, member: 6696971"] I don’t disagree with you that social contract and communication issues and “differences of perception of events when complex issues arise” are a thing. I do however disagree with the idea that “pretty much everything that happens in an ttrpg session is indicative of <any of the 3 problems listed above> and therefore it is unnecessary to develop a corpus of clearly codified provisions and constraints upon social exchange which negotiate and mediate these complex issues before they arise.” Philosophy, segments of religion, law, code, mediation, and even things like sportsmanship exist precisely to clarify and resolve these complexities before they manifest to the point of “social-fabric-destroying-umbrage.” In TTRPGs (aligned with this conversation), this is the work of clarified and transparent design goals leading to clarified and coherent play goals + procedures + orientation to play by the constituent participant roles + best practices which leads to relatively seamless conversations and pacing (the kind that isn’t overburdened with and bogged down by the equivalent of “social pixel-bitching” or resolving passive-aggressive or overt rancor in-situ). If I took the lieutenant off the proverbial table (I removed it from GM deployable assets) and I’m expecting that “win” to be honored (Gamism), it would help if there was actually encoded forbiddance of my GM basically “shadow redeployaing the lieutenant asset” via Genre Emulation (the story coheres better from a dramatic arc perspective or a genre logic perspective if the the lieutenant gets away!) or Process Simulation (of course a member of the rank and file steps up to fill the hierarchical vacuum of the fallen lieutenant…this is Hierarchy Natural Law 101!), thus negating my earned success and attendant favorable gamestate! Or if, like Cortex+’s Doom Pool, there were clarified, table-facing procedures to allow the GM to make a move to allow “the lieutenant asset to be refreshed” (and whatever fiction the game allows to support this gamestate). You can instantiate “the great lieutenant refresh problem” in dozens of reskinned configurations in any given TTRPG game. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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