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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="Balesir" data-source="post: 6590878" data-attributes="member: 27160"><p>Yeah, as [MENTION=82106]AbdulAlhazred[/MENTION] said, this is fine and dandy for one evening in the pub, but it applies to most of the 16-odd waking hours in every character's day. Do you really play out in this mode the shopping expeditions, the workday, visiting the restroom (which, let's face it, is a prime source of the best in gossip!), etc.? It's just not credible that every moment a character spends "in public" is covered, so there must be some abstraction - and that means some selection of instances.</p><p></p><p></p><p>Dictionary definitions are all very well for winning semantic arguments, but look at the etymology of the word - meaning-less; devoid of meaning. Meaning is derived from information, ergo if the players and the characters have no information there can be no meaning <em>for them</em>, at the time the decision is made. The GM has information, sure, and in the fullness of time the players and characters might (or might not) gain it - but at the time of the decision they have no information, so no derivation of meaning is possible.</p><p></p><p></p><p>It's a shame for me that you only skimmed it, since I am discussing here because I am testing my own new-found lack of "faith" in sim roleplaying, so any insight would be welcome. But you don't have to supply insight on demand, obviously.</p><p></p><p></p><p>Thank you!</p><p></p><p></p><p>Hmm, that wasn't quite what I was driving at. The methods have different agendas, for sure, and the output might thus be expected to be different.</p><p></p><p>The "crisis of faith" I refer to above, though, relates to the concept that "naturalistic" or "world centred" running of a game generates a dynamic that is fundamentally different to that assumed for Story Now! or Gamist play. I am becoming more convinced that it does not - hence "the difference is slight". If we are to identify a really coherent and powerful agenda in Sim play, I am beginning to think we must take this into account - and I would dearly like to have a genuinely functional Sim system in the same vein as 4E, FATE, BW and so on for Narrativist and/or Gamist play. I say this not because I dislike Nar/Gam play, but because I still believe there is a truly coherent Sim agenda to be found and I want all three! I guess I want the next wave - Indie Sim! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Balesir, post: 6590878, member: 27160"] Yeah, as [MENTION=82106]AbdulAlhazred[/MENTION] said, this is fine and dandy for one evening in the pub, but it applies to most of the 16-odd waking hours in every character's day. Do you really play out in this mode the shopping expeditions, the workday, visiting the restroom (which, let's face it, is a prime source of the best in gossip!), etc.? It's just not credible that every moment a character spends "in public" is covered, so there must be some abstraction - and that means some selection of instances. Dictionary definitions are all very well for winning semantic arguments, but look at the etymology of the word - meaning-less; devoid of meaning. Meaning is derived from information, ergo if the players and the characters have no information there can be no meaning [I]for them[/I], at the time the decision is made. The GM has information, sure, and in the fullness of time the players and characters might (or might not) gain it - but at the time of the decision they have no information, so no derivation of meaning is possible. It's a shame for me that you only skimmed it, since I am discussing here because I am testing my own new-found lack of "faith" in sim roleplaying, so any insight would be welcome. But you don't have to supply insight on demand, obviously. Thank you! Hmm, that wasn't quite what I was driving at. The methods have different agendas, for sure, and the output might thus be expected to be different. The "crisis of faith" I refer to above, though, relates to the concept that "naturalistic" or "world centred" running of a game generates a dynamic that is fundamentally different to that assumed for Story Now! or Gamist play. I am becoming more convinced that it does not - hence "the difference is slight". If we are to identify a really coherent and powerful agenda in Sim play, I am beginning to think we must take this into account - and I would dearly like to have a genuinely functional Sim system in the same vein as 4E, FATE, BW and so on for Narrativist and/or Gamist play. I say this not because I dislike Nar/Gam play, but because I still believe there is a truly coherent Sim agenda to be found and I want all three! I guess I want the next wave - Indie Sim! ;) [/QUOTE]
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