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<blockquote data-quote="Manbearcat" data-source="post: 8397521" data-attributes="member: 6696971"><p>[USER=42582]@pemerton[/USER] , to clarify where my (working through my own) thinking on this was, here is may "map to grok".</p><p></p><p>Take a "design" (very loosely here) model that shares DNA overlap of constituent parts but pivots at a key nexus for play priorities:</p><p></p><p>* Authority Distribution</p><p></p><p>Calvin is THE authority of resolution of collision of interests in the gamestate. Calvin <em>is </em>the system so "the system's say" is "Calvin's say." </p><p></p><p>* Procedures for Gamestate Evolution</p><p></p><p>Calvin presents shared imagined space which includes obstacles/situation/backstory + competing interests where players want something the setting/Calvin doesn't want to give up = collision. Calvin resolves collision which this includes developing new procedures or foregoing old ones as required to maintain agenda primacy (below).</p><p></p><p>* Agenda</p><p></p><p>This is the lynchpin and it feeds into and back from procedures. When Calvin's agenda changes from "don't give up stuff I don't want to" to "preserve competitive integrity at all costs (in D&D this cost might be story)", play pivots in the most fundamental way possible. Whereas Calvinball is a degenerate form of FK (where "the system's say" has a compromised agenda which feeds from and back into the procedures of extrapolation and ongoing rules iterating, thus destroying the point of play - distilling skilled play in the crucible of an environment governed by competitive integrity), FK played authentically denies Calvin the entire point of his play (so Calvin would perceive it as degenerate).</p><p></p><p></p><p>EDIT - To circle this back to D&D and conversations we've been having a long time:</p><p></p><p>The issue I see with a FK approach to D&D is when an agenda of "story imperative" tries to "ride shotgun" with "competitive integrity." You can sub out Calvin's agenda of "get what I want" and sub in "story imperative" and (in a large distribution of D&D play moments/trajectories played under this model) end up exactly where Calvin and his buddies were. Buddy x or Buddy y wanted <em>this moment of play to be governed by competitive integrity</em> but it got subordinated where it collided with story imperative (which is what Calvin perceived as the apex priority in that moment).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8397521, member: 6696971"] [USER=42582]@pemerton[/USER] , to clarify where my (working through my own) thinking on this was, here is may "map to grok". Take a "design" (very loosely here) model that shares DNA overlap of constituent parts but pivots at a key nexus for play priorities: * Authority Distribution Calvin is THE authority of resolution of collision of interests in the gamestate. Calvin [I]is [/I]the system so "the system's say" is "Calvin's say." * Procedures for Gamestate Evolution Calvin presents shared imagined space which includes obstacles/situation/backstory + competing interests where players want something the setting/Calvin doesn't want to give up = collision. Calvin resolves collision which this includes developing new procedures or foregoing old ones as required to maintain agenda primacy (below). * Agenda This is the lynchpin and it feeds into and back from procedures. When Calvin's agenda changes from "don't give up stuff I don't want to" to "preserve competitive integrity at all costs (in D&D this cost might be story)", play pivots in the most fundamental way possible. Whereas Calvinball is a degenerate form of FK (where "the system's say" has a compromised agenda which feeds from and back into the procedures of extrapolation and ongoing rules iterating, thus destroying the point of play - distilling skilled play in the crucible of an environment governed by competitive integrity), FK played authentically denies Calvin the entire point of his play (so Calvin would perceive it as degenerate). EDIT - To circle this back to D&D and conversations we've been having a long time: The issue I see with a FK approach to D&D is when an agenda of "story imperative" tries to "ride shotgun" with "competitive integrity." You can sub out Calvin's agenda of "get what I want" and sub in "story imperative" and (in a large distribution of D&D play moments/trajectories played under this model) end up exactly where Calvin and his buddies were. Buddy x or Buddy y wanted [I]this moment of play to be governed by competitive integrity[/I] but it got subordinated where it collided with story imperative (which is what Calvin perceived as the apex priority in that moment). [/QUOTE]
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