That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"


log in or register to remove this ad

When he gets to asserting the "sole" function is this negotiation, that's philosophy.
You put it in quotes, so you obviously know you just subbed in a term that made this a strawman. Why do this?

RPGs are about shared fiction, and how that fiction is created is a negotiation. We use game systems to operationalize and codify these negotiations with mechanics, but that doesn't really change that what's happening is a discussion and negotiation about what we're going to all pretend together.
 

It's common place to appropriate a plain english term to represent some game concept. I'm not against it. When someone takes it as meaning the plain english sense, a polite way to respond would be to just say "Well this has come in gaming analysis to mean this". Even the word bleed is a generic term and it's valid in the way I used it. Negotiation is not what you are saying in the plain english sense but I'm sure in game analysis circles it may mean what you say.

Instead of being a jerk about it, and not everyone is of course, just say that. Just say it's become a gamified term that means something more than just it's plain english meaning.
 

It's common place to appropriate a plain english term to represent some game concept. I'm not against it. When someone takes it as meaning the plain english sense, a polite way to respond would be to just say "Well this has come in gaming analysis to mean this". Even the word bleed is a generic term and it's valid in the way I used it. Negotiation is not what you are saying in the plain english sense but I'm sure in game analysis circles it may mean what you say.

Instead of being a jerk about it, and not everyone is of course, just say that. Just say it's become a gamified term that means something more than just it's plain english meaning.
What on Earth are you talking about? The thread involving "bleed" is the other one. And that thread's OP has an article, which you appear to have read given other comments, that clearly defines what "bleed" is in the context of that thread.
 

It's common place to appropriate a plain english term to represent some game concept. I'm not against it. When someone takes it as meaning the plain english sense, a polite way to respond would be to just say "Well this has come in gaming analysis to mean this". Even the word bleed is a generic term and it's valid in the way I used it. Negotiation is not what you are saying in the plain english sense but I'm sure in game analysis circles it may mean what you say.

Instead of being a jerk about it, and not everyone is of course, just say that. Just say it's become a gamified term that means something more than just it's plain english meaning.

He means negotiation in the usual sense. You can disagree with the claim, but this is not a case of a word being used in unusual ways.
 

What on Earth are you talking about? The thread involving "bleed" is the other one. And that thread's OP has an article, which you appear to have read given other comments, that clearly defines what "bleed" is in the context of that thread.
And if someone missed that buried in the text a nice person would just point that out politely and not be a jerk about it.

And negotiation has been stretched well beyond its original meaning. Here are some facts that would make something NOT a negotiation in the common language usage of the word.

1. If everyone agrees ahead of time then no negotiation occurred.
2. If no one agrees and no one is willing to budge at all up front from their position then no negotiation has occurred.

Words mean things.
 

It's common place to appropriate a plain english term to represent some game concept. I'm not against it. When someone takes it as meaning the plain english sense, a polite way to respond would be to just say "Well this has come in gaming analysis to mean this". Even the word bleed is a generic term and it's valid in the way I used it. Negotiation is not what you are saying in the plain english sense but I'm sure in game analysis circles it may mean what you say.

Instead of being a jerk about it, and not everyone is of course, just say that. Just say it's become a gamified term that means something more than just it's plain english meaning.

Yeah I'm guessing 'negotiation' here means something a bit different from the dictionary definition? Negotiation - Wikipedia

In my game the players seek to achieve successful outcomes in the campaign environment. But I don't see how the GM's role is 'negotiation' - what successful outcome am I seeking to achieve, that requires player agreement? Participation in the game. After that my role is judge, not lawyer.
 

Meanings of words are contextual. Many words have many meanings / definitions. This particular context comes from acting originally and is a big deal in the LARP community. It's not a term that was developed for analysis. A lot of LARP people are theater kids.
Well I was guessing in the first place because of course I don't know where this definition came from or there wouldn't be the issue. Your answer is the sort of answer I would hope for right off. Though including the specific parts about bleeding over being about emotions and not everything general.
 

I think precious is the wrong word. Maybe defensive of their role as GM?

In my games, I've always held the GM to be the final authority on everything. Of course I am also aware that this phrase is true "Whatever the DM says goes but if he says enough stupid stuff, the players will go too". I also hold that character sensory input from the DM is the only real connection to the campaign setting the players have.
I'd say this applies to you and most old school GMs. And it's an approach I find actively harmful when it comes to roleplaying.

Not because of the "The GM is the final authority" part; most GMs do that in most systems it's the "character sensory input from the DM is the only real connection" part. This is a pretty narrow, low bandwidth link.

In most games not run by people "defensive of their role as GM" the GM can still create the impossible. But I have more links than just what they deign to tell me; the rules of the game provide another significant connection to the campaign setting.
For example, if I in the real world came upon a rock that was just floating in the air, I would be quite surprised to see it. I understand gravity should pull the rock down. I would not dismiss gravity as nonsense at that point. I also would not dismiss the fact I have a floating rock right in front of me. Perhaps, I'd immediately begin to try and figure out what other scientific factor is affect that rock. In a world of magic, most people even smart people would be far more open minded about what is possible.
And they would then start trying to understand the world and figure it out. And they'd work out some of the physics of the world they were in and have understandings of it. As a player I approximate this sort of understanding of the world my character in and having learned about it from others who've been living there for longer through the mechanics. Does this make the mechanics always right? No. Exception based design is a thing.

And when GMs, because they are "defensive of their role as GM", use that as an excuse to deny me access to one of my key tools for understanding the world they strip me of the ability to connect with it as anything other than a blindfolded tourist with descriptions of somewhere I fundamentally am not allowed to have more than a superficial understanding of being told to me.

They also strip themselves of the ability to truly surprise where they intend to. A rock floating in space is not a surprise when you don't know rocks behave differently. Rather than "wow! That's odd" it becomes "Oh. Another thing I have no frame of reference for. Is this meant to surprise me?"
 

Vincent is talking about what happens at the table between players of a game. Not what the characters are doing. He's also attempting to do so in a way that does not privelege any particular RPG without making any assumptions about how authority is divided up. He's saying this is how RPGs work on a functional level before we bring rules, roles, and authority to the mix. I agree with him. You may disagree.
 

Remove ads

Top