It's not a philosophy. It's an assertion about the core function of mechanics in RPGs.
When he gets to asserting the "sole" function is this negotiation, that's philosophy.
It's not a philosophy. It's an assertion about the core function of mechanics in RPGs.
You put it in quotes, so you obviously know you just subbed in a term that made this a strawman. Why do this?When he gets to asserting the "sole" function is this negotiation, that's philosophy.
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.
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.
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.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.
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.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.
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.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.
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.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.