howandwhy99
Adventurer
You've gone to a lot of trouble to to reiterate information I think we both know we both know. I'll give you some answers, basically going over again how you remain in your way of seeing things, but I don't see anything to go forward with. You want all RPGs to be storygames. I know the hobby began and is still sought after, if not everywhere played, to be a game about gaming a role.
A storygame is different. Roleplaying and RPGs as I understand them are games, they are all about the actual acts performed by the players. RPGs and other games make boring stories just like sport games usually make boring stories because they are not designed to make good ones. They are designed to be games. We expect that they are not fiction making even though participants may be following rules, a script used when playing them.You don't need to imagine untrue events, characters and situations to play Battleship.
An RPG is different.
Your GM is narrating not describing what he rules say. When we narrate that's when we stop refereeing. The referee shouldn't invent what should rather be determined by the rules. Colour, or inconsequential elements, are usually culled from games and should be from RPGs too.Consider, for instance, the following episode of play: player 1 rolls an attack against an orc, hits and deals damage, and the orc dies. The GM then announces "You slice off the orc's head, which goes rolling along the ground." Then player 2 says "How far is it from me? I want to pick it up and throw it at the skeleton - how much damage would it do if I hit?"
No, it has to be evaluated according to the map behind the screen as generated by the rules.But when player 2 declares that his/her PC is going to pick up the orc head and throw it: now the imagined situation matters for the play of the game. The GM has to answer the question, What would happen if PC 2 were to throw the orc head at the skeleton? This is a counterfactual that has to be evaluated relative to an imaginary situation.
OD&D has damage by location. It's hardly the only game to have it. Moldvay would have DMs make up rules on the fly. I'd disagree with that. Not having rules for something in a collection of suggestions doesn't deny that if you're going to have rocks, throwing, orcs, orcs with heads, and hit points in the game you need mechanics for those. This should have been handled during prep by the referee.I think it has to be emphasised that there is no algorithm for answering the player's question. No D&D rulebook, for instance, has a damage listing for orc heads. (They don't even all have damage listings for thrown rocks - eg Gygax's PHB and Moldvay Basic don't - which is perhaps the nearest analogue.) Does it do bludgeoning damage (due to its thick skull) or slashing damage (due to its sharp tusks)? Which matter, given that slashing damage will be halved against the skeleton.
Counterfactual meaning contrary to the established facts? Counterfactual reasoning meaning reasoning about what we know isn't? RPGs aren't contradicting the established facts because DMs have game rules and resulting game elements to refer to.As I said, this is counterfactual reasoning about an imagined situation.
An entailment meaning a necessary and inevitable consequence? Like the result of a mathematical equation? Or the algorithm that is the game rules used by the DM? I'm getting tired because your talking more about storygames to tell a story rather than games played to game the system/the game.Scientists do this sort of reasoning. They call it "performing a thought experiment". In a thought experiment, the imagined situation is specified with sufficient precision that the upshot of the counterfactual can be deduced as an entailment.
When a GM does it, there are no entailments:
Yes, lots of people have played D&D and have waved elements rather than applying rules. But you don't deny that millions of players have faithfully followed rules when the books suggestions did cover what the modules also did? That modules added in design without adding rules isn't the fault of the game designer or the basis of "follow all the rules until we handwave it" play common even today.I am certain that hundreds, probably thousands, of GMs have picked up White Plume Mountain and run it without having a rule for handling the frictionless corridor. In fact, given that the number of crazy schemes players might come up with to shatter the pyramidal water-tanks, to cross the hanging discs, and to traverse the frictionless corridor is in practical terms unlimited, it would be futile to even try to work out rules for it all.
Not everyone does this and this doesn't constitute role playing.Rather, GMs do what Moldvay advised them to do: they reason counterfactually from the imagined starting point and the hypothesised PC action to a stipulated outcome (or stipulated probability of an outcome).
There are no permissible moves in D&D either. The players don't know the code, they are deciphering it while attempting to achieve objectives. Anything they can capably convey to attempt can be attempted. What isn't covered by the pre-existing code must be included by the referee according to the rules. You know, so it is integrated and can be deciphered within all the rest of the game.This role of the fiction in RPG play is what distinguishes RPGing from other forms of game, in which the permissible moves are confined to a predetermined list. And it has nothing to do with storytelling.
All games have entailed results except games were players take turn making up stories (and even then that's a required result of the rules). All RPGs need a referee to refer to the code behind the screen the players are discerning, and also to discern any attempts not currently within it which can be added. Computers can capably do the former and the entire videogame category of RPGs can be seen to be doing so. But computers can't capably do the latter. Nor do their presentations enable players to build their own imaginary maps of what the Referee relays, which is also a big part of the appeal: more labor from the participants, more difficulty for the players to improve themselves within. D&D players IMO are amonst the best imagineers around.One reason why RPGs need a referee is because a key element of RPGs as games is that adjudication requires counterfactual reasoning within imagined situations: RPGs need someone who is empowered to stipulate the outcome of such counterfactuals. (Scientists doing thought experiments don't need referees, because the outcomes are entailed. No stipulation by a reasonable but independent party is required.)
We've gone over this before. You keep treating the imagination as a story, a referential rather than an actual. Reflecting on your own mind, is the concept of imagination suitable to describe part of what we do in our minds? Sure. I'm putting forth we treat the imagination as existent like we treat fire or mental awareness as existent. The imagination is only fictional or non-fictional in reference to things outside your mind. D&D is a type of boardgame occurring in the imagination of all participants - though all sides use maps and notes to aid them.This is confusing and, I think, confused.
Games obviously are not fictional. For instance it is true, not fictional, that I played both D&D and Battleship on the weekend.
The imaginary, on the other hand, does not exist.
You do not need to pretend a fantasy personality to role play. We role play every day in real life too. That's because role playing is playing a game. Kids for the first 15 years of D&D were told this wasn't about pretending to be an elf. That was a disparaging attack on the RPG hobby. Playing an elf in D&D is like playing an elf in WOW, it's a playing piece in a game. That's why they are Ability Scores not attributes. D&D for 30 years was about role playing as defined as playing a role, not exhibiting a fictional personality. As I've said before, no rules are needed for players to pretend or not pretend such while playing a game. Those are strategies.Characterisation may be an emergent property of playing old school D&D. But for many D&D players it is not an emergent element but a core goal. And this has been so for the 30-odd years that I've been RPGing.
It is accidental to role playing. Pretending to be someone else is still an unnecessary quality in a role playing game and role playing in general, not the design focus.But a D&D player who decides that his/her PC spares a rescued prisoner or defeated enemy because s/he "likes the look of it" is not failing to play D&D, and doing some other thing. Making action declarations for PCs on the basis of their imagined emotional responses to the imagined situations in which they find themselves is a core element of play for many people. At which point it is no longer "emergent". Nor is the imagined emotional response "mere colour". It has become a crucial contributing factor to the play of the game.
The 90s were rife with attempting to treat roleplaying games as storytelling and not game play. It led to plot following adventures, but Follow the Path is still not achieving a game objective, a necessary element for game play to occur. The terms weren't there, but the concepts were, right? I'd suggest these designs were woefully misunderstanding what games are designed for, much less attempting to copy D&D or what it was designed for.In 1995 Iron Crown Enterprises...
Another book I have ready to hand is Night's Dark Terror, a B/X module published by TSR in March 1986...
the Dragonlance series begins in 1984...
I believe they will have had their origins in the prior actual play experiences of their authors.
No one is denying players wanted to follow a story or DMs wanted players to follow one was common early in the hobby. I'm suggesting they are losing the game element of RPGs to do so. And the inversion of the objective in RPGs in the new millennium has led to "make a story" games, which aren't really about addressing a game either. But either play style is okay to do, as I've said.To reiterate: story telling is not inherent to RPGing, although the authoring of fictions (which is neither a necessary nor a sufficient condition of storytelling) is. The existence of modules like ToH and White Plume Mountain is sufficient proof of both these claims.
SNIP
But though story telling is not inherent to RPGing, the idea that RPGing might be done in some way that involves story telling (or something very like it) as an important aspect or aim is not some 21st-century novelty: the existence of a mid-80s module like Night's Dark Terror is sufficient proof of that.
Edwards only and ever refers to the defining element of role playing in RPGs as people making up a character. So he isn't going to refer to the role playing from the 40s to the 70s, when included in games (i.e. D&D) as role playing games. And thus "D&D isn't a role playing game" is presented as an absolute certainty just as it was argued by one side of the hobby in the 80s and early 90s. "Storytelling games are not role playing games" is another refrain heard often enough during the same time from the other side. D&D players inherently understood what they were doing was seeking to play a game, not make a story. The definition of role playing as pretending to be another person didn't popularize itself in the hobby until the early to mid-1980s. When you simply say the same thing as he does, however unknowingly I believe, that "D&D is a wargame, not a role playing game!" you're perpetuating not only an untruth, but an absolutist ideology. There is no fiction in role playing, role playing is what we actually do. And that's what D&D is designed for.SNIPPED ABOVE (And you are just wrong to say that The Forge thinks all RPGing, let along all gaming, is story telling. Ron Edwards has an essay on non-storytelling RPGing. He can also tell the difference between an RPG and a wargame. The former involves fictions - imagined situations - as a necessary component; the latter doesn't. He correctly identifies M:tG as a wargame, not an RPG or a near-RPG. Someone who plays a Shivan Dragon might emulate it's roar, but this is like my joke about a "radar error" in Battleship: the authored fiction is mere colour that has no bearing on gameplay. Whereas in an RPG it would matter to resolution: my PC can try and fry eggs on a red dragon's scales, for instance, and the GM has to adjudicate that attempt even though there is no algorithm in any edition of D&D for egg-frying via draconic heat.)