howandwhy99 said:
Please don't try and redefine concepts like genre, style, tone, and theme. These are bigger than RPGs and already have common held definitions in the dictionary. Needlessly messing up their real meaning with self-defined jargon only you use hurts what you are trying to do here. I suggest listing the dictionary meaning you agree with and then illustrating how this applies to RPGs.
I was not redefining them, I was simply defining them, so others would have the benefit of knowing how I am using the terms. I have a lot of background in literature, so my use of the terms was mainly literary. I also added some notes about those qualities that are specific to RPGs. I have to do that, because for the most part, there is not an existing body of work that talks extensively about genre, style, tone and theme in RPGs.
The hierarchy of resolution is also biased.
It is decided. Whether my evaluation is correct or not is debatable. But I am not proceeding from some prior agenda.
It basically says rules are the best way to resolve tasks and the worst way is the one you and I use everyday in normal life. Doesn't that seem a bit backwards to you?
No. Life is, as they say, "red in tooth and claw." It is rules that allow social groups to function effectively.
The priority of how actions are resolved during play should really solely be the group's decision and not the designers, no? Designers can only offer options and opinions on their use.
That isn't what I'm talking about. I'm talking about
the rules, not the text of any particular edition. People playing a game ARE game designers, because they interpret, use, and modify the published game as they see fit.
Plus, what you are calling Narrative control has no place in RPGs. In an RPG no one has the right to be the hand of God. Playing God may seem fun, but ultimately whatever is toyed with ends up losing its sense of reality. Play God long enough and even you or I will lose our sense of reality. No one in an RPG gets to choose "I want this to happen, because that would be cool". A player can attempt an action, a DM can model how reality operates, but neither ever has the authority to say "this is what happens because I say so". RPGs were made specifically so this kind of childish Let's Pretend play could be moved beyond. Otherwise you might as well just say "Bob decides when anyone hits". That's not what is going on here.
That is precisely what happens. Someone must decide. The rules specify who is able to say what happens at any given point. That's not playing God. The dictatorial, one-sided depiction you give is bad play. We all know that players can just walk away from the table if the game is poorly managed.
This essay is about good management, with "good" being defined slightly differently for each group.
So it is necessary to define who has this control, otherwise you DO end up with Let's Pretend.
The rest of what you wrote can be summed up as "What do the people playing really want?" That question is very easily answered by simply asking the individuals involved.
Many people, upon discovering that their campaign has dried up after three weeks with no explanation, have discovered otherwise.
Trying to second guess or get psychological and find "what they are really saying" is only going to lose one friends. It's not cool to psychoanalyze your classmates.
So you're saying it's better to try to read everyone's minds and let them try to read yours? In any case, understanding people is no cause for rudely pointing out things they don't want pointed out. I used an example specifically of how material entered the game people did NOT want to talk about, and being aware of that is helpful.