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That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"
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<blockquote data-quote="pemerton" data-source="post: 8252587" data-attributes="member: 42582"><p>A variation on [USER=16586]@Campbell[/USER]'s recent post:</p><p></p><p>Rules can be govern an activity in the absence of a referee. This can be symmetrical, by way of mutual compliance: a friendly game of chess or bridge is like this. Or it can be asymmetrical, where one participant in the activity is also put in charge of rules-enforcement. Playing Monopoly or a similar game with a banker who is also a player is like this.</p><p></p><p>Although I often refer to myself as a "referee" in the context of GMing - because I learned my nomenclature from late 70s rulebooks, and only came across the term Gamemaster (modelled on Dungeon Master, I guess?) later on - I don't know of any approach to RPGing where the GM actually plays the refereeing role that is part of (eg) organised sports or serious competition in chess and other games.</p><p></p><p>The GM-player relationship has just as much in common with the asymmetry among participants exemplified by the banker in Monopoly. There can be good reasons to have such a role in the game because there are a number of things in RPGing where asymmetry can help achieve the goals of play. These include, as fairly well-known candidates: scene-framing; revealing hidden background fiction; declaring actions for non-player controlled characters; adjudicating the fiction and keeping action declarations within genre constraints; narrating consequences for failed checks; etc.</p><p></p><p>But none of these has anything to do with the idea that a referee is necessary to enforce the rules! That's a false claim that is also a content-independent claim (ie it is supposed to be true of all rules regardless of their content). Whereas the reasons why RPGing can benefit from having a GM are all very content-specific, having to do with particular content-dependent reasons that can arise in RPGing for having a particular participant in the game be the one who establishes <em>what happens next in the shared fiction</em>.</p><p></p><p>Appreciating this is pretty fundamental to understanding what is possible and/or desirable in RPGing, I think.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8252587, member: 42582"] A variation on [USER=16586]@Campbell[/USER]'s recent post: Rules can be govern an activity in the absence of a referee. This can be symmetrical, by way of mutual compliance: a friendly game of chess or bridge is like this. Or it can be asymmetrical, where one participant in the activity is also put in charge of rules-enforcement. Playing Monopoly or a similar game with a banker who is also a player is like this. Although I often refer to myself as a "referee" in the context of GMing - because I learned my nomenclature from late 70s rulebooks, and only came across the term Gamemaster (modelled on Dungeon Master, I guess?) later on - I don't know of any approach to RPGing where the GM actually plays the refereeing role that is part of (eg) organised sports or serious competition in chess and other games. The GM-player relationship has just as much in common with the asymmetry among participants exemplified by the banker in Monopoly. There can be good reasons to have such a role in the game because there are a number of things in RPGing where asymmetry can help achieve the goals of play. These include, as fairly well-known candidates: scene-framing; revealing hidden background fiction; declaring actions for non-player controlled characters; adjudicating the fiction and keeping action declarations within genre constraints; narrating consequences for failed checks; etc. But none of these has anything to do with the idea that a referee is necessary to enforce the rules! That's a false claim that is also a content-independent claim (ie it is supposed to be true of all rules regardless of their content). Whereas the reasons why RPGing can benefit from having a GM are all very content-specific, having to do with particular content-dependent reasons that can arise in RPGing for having a particular participant in the game be the one who establishes [I]what happens next in the shared fiction[/I]. Appreciating this is pretty fundamental to understanding what is possible and/or desirable in RPGing, I think. [/QUOTE]
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