“As far as I'm concerned, the purpose of X …” and “(I think) X should be …” seem to be saying the same thing to me. Baker’s phrasing is provocative, but I don’t think it’s hard to discern his meaning (so not esoteric). I also want to note that he’s drawing a contrast with live negotiation and honest collaboration, which he views as better if rules are not generating distinguishable outcomes. That seems similar to the “improv game” stuff you’ve mentioned (though based on prior conversations, I may not understand it or what you mean, so I could be wrong or very wrong about that).No, we cannot. Unless, of course, we can be honest that we're just embracing the death of the author and own that we're disregarding any notion that they had a reason for designing in the way they did.
...why are you repeating my point back to me?
Thats not what I'm reading. This is what I mean about why reinterpreting just isn't appropriate.
The statement "the purpose of an rpg's rules is to create the unwelcome and the unwanted in the game's fiction." is not communicating the same thing as "RPG rules should be X". And this a direct quote, not something we're trying to infer from a game.
If its come to a point where we have to make up explanations for why this isn't the kind of statement it is, then I cannot consider anything being said to that end to be in good faith.
Its okay to may be just say thats a bad quote rather than trying to rationalize it.
See above.
And yes, its one line. But its the one I take issue with, because its a loaded premise and one that goes on to contribute to why rpg theory becomes this esoteric, wishy washy thing that doesn't actually do anything helpful other than keep internet arguments going.
As far as reinterpretation goes, I think that’s fair in light of new developments, but I wouldn’t go so far as to use that to attack what past designers were doing. If that puts me more in the Death of the Author camp, then okay.This is still disregarding why the actual humans made their decisions. If one wants to own death of the author then so be it, but one has to acknowledge thats what one is doing.
And to make another analogy, imagine if I go back and start insisting something you wrote actually means this, and I disregarded any attempt for you to correct me on what you meant.
When comes to disagreement with an author, that invites further examination. It may be the author was doing something unconsciously (like they knew intuitively rules needed to be doing something), or the reinterpreted lens is flawed or not applicable. I don’t see how we find out either without having that discussion.
I like Gygaxian Naturalism as a design aesthetic. How the rules and game feels in play is important (which I think is in agreement with your own views), and I want my game to feel like things are grounded and plausible and have a place. However, I would not describe my homebrew system as a simulation game even though I want that mechanical aesthetic because the intended goal of play is something else (a low-prep hexcrawl).Gygax and co don't have the ability to come tell us all directly why X decision was made, but that doesn't make it okay to act they just cobbled the game together like monkeys with typewriters. They didn't, no more than you did if I started reinterpreting something you said.
And just to cut to the point, remember that theres a whole idea in the theory about why those decisions were made. Its literally in the topic title.
GNS is bunk, but the idea of a game being built around simulating a world to some degree isn't, and that is why those mechanics exist. Random encounters don't exist because of this idea about the unwelcome; they exist because of course theres random monsters running around the dungeon.
A phrase I liked from one of the posts I read was "Gygaxian Naturalism", which as I'm finding out right now, apparently is an actual thing coined to describe Gygax's methodology for worldbuilding, so go figure, there's the proof in the pudding.
Are you familiar with Grognardia? James talks about this stuff from time to time (e.g., “Gygaxian” Naturalism). Incidentally, I’m pretty sure post #252 is referring to James’s House of Worms campaign. It’s a shame he doesn’t post recaps anymore because I really enjoyed them.
I don’t want to get pulled into the writers’ room discussion, but I am interested in a clarification: is there a difference between stopping to clarify for the purpose of resolution or intent, and stopping to negotiate over how to proceed.At this point I think most everyone here has their own idea of what that phrase even means.
From my perspective, and the perspective that I observe when I leave this discussion and go look at any random example of the phrase coming up when somebody describes these games, is that the writers room as a phrase refers literally to when the game has to stop to sit and negotiate over how to proceed. Its about authoring characters lives rather than living them.
Its never been about coming up with plots. Never. I honestly have no idea where that is even coming from or why.
And just for the fun of it, I went and found some reddit posts that explicitly make it clear thats whats being referenced:
1 2 3 4
This ones on the BITD subreddit; not a single person there tried to say the game wasn't doing this. Most who spoke to it made it clear it was intentional.
And heres a tangentially related one I feel compelled to share because this poster is my spirit animal.
Haven't found a single one yet that talks like its about plotting, so I still don't know where its coming from.
For example, suppose I’m running D&D 3e and a player declares he wants to make a Search check. I then ask: okay, how are you doing that? What are you doing? Is that a writers’ room?
Or suppose we’re playing my homebrew system, and a player wants to leave a letter for an NPC to influence his actions, and I foreground consequences as part of the resolution process (such as how the NPC might find the letter suspicious and react certain ways, or possibly not even notice it if the player wants to stick it in a stack of papers). The purpose of this is to make sure the player understands fully what their character would and to prevent misplays (i.e., avoid Mad Libs). Would you view that as writers’ room (in spite of my intention that there should be done as described in post #296)?
Would a contrasting situation be a Blades in the Dark game where I’m scaling a building, but I suck at it. I then say to the GM I want to take a Devil’s Bargain (for another die) and suggest Heat as a consequence. The GM accepts, I get my die, and he describes how I’m drawing more attention to our score.
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