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<blockquote data-quote="pemerton" data-source="post: 7595128" data-attributes="member: 42582"><p>I don't understand the contrast you're drawing between <em>flavour</em> and <em>crunch</em>.</p><p></p><p>Is the fact that the orcs might get to my horse before I can <em>flavour</em> or <em>cruch</em> in your terminology?</p><p></p><p>Similarly I don't understand the contrast you're drawing between <em>information</em> and <em>flavour</em>.</p><p></p><p>I don't see the pleasure of RPGing being <em>performance</em> for an <em>audience</em>.</p><p></p><p>An analogy would be conversation. Generally I don't see conversation as a <em>performance </em>in the artistic/thespian sense; and the relation between interlocutors in conversation isn't one I see as performer and audience. Of course there are modes of "conversation" which do have the performer/audience structure, but I associate these with a certain sort of upper-middle class status game-playing rather than sincere conversation.</p><p></p><p>NPCs are interesting because of the framing of the situation. Why do I care about my PC's mother's parentage? Because I wrote my mother in to my backstory; and now the GM is putting that element of the fiction under pressure.</p><p></p><p>There can be narration without performance in the artistic sense: again, think of telling your coworkers how you spent your long weekend.</p><p></p><p>I talked about <em>me</em> having an emotion. That I had in common with my character (in a certain fashion - there's an element of metaphor or isomorphism rather than literality here, although I think it's quite complicated to unpack).</p><p></p><p>I don't undestand what you're pointing to here. As I just reiterated, I am talking about the <em>player</em> having an emotion, in virtue of the situation in which s/he has to choose for his/her PC.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7595128, member: 42582"] I don't understand the contrast you're drawing between [I]flavour[/I] and [I]crunch[/I]. Is the fact that the orcs might get to my horse before I can [I]flavour[/I] or [I]cruch[/I] in your terminology? Similarly I don't understand the contrast you're drawing between [I]information[/I] and [I]flavour[/I]. I don't see the pleasure of RPGing being [I]performance[/I] for an [I]audience[/I]. An analogy would be conversation. Generally I don't see conversation as a [I]performance [/I]in the artistic/thespian sense; and the relation between interlocutors in conversation isn't one I see as performer and audience. Of course there are modes of "conversation" which do have the performer/audience structure, but I associate these with a certain sort of upper-middle class status game-playing rather than sincere conversation. NPCs are interesting because of the framing of the situation. Why do I care about my PC's mother's parentage? Because I wrote my mother in to my backstory; and now the GM is putting that element of the fiction under pressure. There can be narration without performance in the artistic sense: again, think of telling your coworkers how you spent your long weekend. I talked about [I]me[/I] having an emotion. That I had in common with my character (in a certain fashion - there's an element of metaphor or isomorphism rather than literality here, although I think it's quite complicated to unpack). I don't undestand what you're pointing to here. As I just reiterated, I am talking about the [I]player[/I] having an emotion, in virtue of the situation in which s/he has to choose for his/her PC. [/QUOTE]
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