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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="pemerton" data-source="post: 9835645" data-attributes="member: 42582"><p>Upthread, I posted quite a bit about some sorts of approaches to the setting-oriented RPGing that you describe:</p><p></p><p></p><p></p><p></p><p></p><p>These posts advance a few theses:</p><p></p><p style="margin-left: 20px">*Rules for representing elements of a shared fiction don't, in themselves, yield a playable RPG;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*There also need to be rules for working out <em>what it is</em> that everyone is supposed to be imagining - rules for framing, and rules for consequences of actions (and these might be related rules);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Map-and-key is the primordial way of managing framing and (many) consequences - it builds on ideas from "hidden board", refereed wargaming;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Map-and-key is <em>not</em> the same as "GM as world-mediator" - extrapolation in dungeon-crawling map-and-key is tightly confined, and in many cases governed by rules (eg for dealing with doors; by rules for reactions and morale), whereas the "GM as world-mediator" approach confers upon the GM much more open-ended authority both to frame and to extrapolate as they think "makes sense".</p><p></p><p>It doesn't follow that there <em>must</em> be "a story", or <em>concern</em> for "story*, in all RPGing. But the GM who authors their map-and-key is not disclaiming decision-making for the sorts of things that will happen in play: they have set them up. And the GM who engages in "world meditation" play cannot disclaim decision-making by appeals to "what makes sense" when this is their unconstrained judgement about the fiction that they have unilaterally authored and are unilaterally extrapolating.</p><p></p><p>I don't think, in this post, I'm fully disagreeing with your ( [USER=6993955]@Fenris-77[/USER]'s) posts that I've quoted. But I'm not fully agreeing, either. A GM who uses the powers of extrapolation to produce something non-story-esque (eg no rising action; no theme; etc) is still making an aesthetic choice. I usually see that choice expressed using terms like "realism" or "verisimilitude" (although a lot of the play that results from this sort of approach doesn't strike me as particularly realistic or verisimilitudinous - it is extremely laden with tropes both from fiction and from received RPGing practice, "the adventuring party" probably being the most obvious in this latter category).</p></blockquote><p></p>
[QUOTE="pemerton, post: 9835645, member: 42582"] Upthread, I posted quite a bit about some sorts of approaches to the setting-oriented RPGing that you describe: These posts advance a few theses: [indent]*Rules for representing elements of a shared fiction don't, in themselves, yield a playable RPG; *There also need to be rules for working out [i]what it is[/i] that everyone is supposed to be imagining - rules for framing, and rules for consequences of actions (and these might be related rules); *Map-and-key is the primordial way of managing framing and (many) consequences - it builds on ideas from "hidden board", refereed wargaming; *Map-and-key is [i]not[/i] the same as "GM as world-mediator" - extrapolation in dungeon-crawling map-and-key is tightly confined, and in many cases governed by rules (eg for dealing with doors; by rules for reactions and morale), whereas the "GM as world-mediator" approach confers upon the GM much more open-ended authority both to frame and to extrapolate as they think "makes sense".[/indent] It doesn't follow that there [I]must[/I] be "a story", or [I]concern[/I] for "story*, in all RPGing. But the GM who authors their map-and-key is not disclaiming decision-making for the sorts of things that will happen in play: they have set them up. And the GM who engages in "world meditation" play cannot disclaim decision-making by appeals to "what makes sense" when this is their unconstrained judgement about the fiction that they have unilaterally authored and are unilaterally extrapolating. I don't think, in this post, I'm fully disagreeing with your ( [USER=6993955]@Fenris-77[/USER]'s) posts that I've quoted. But I'm not fully agreeing, either. A GM who uses the powers of extrapolation to produce something non-story-esque (eg no rising action; no theme; etc) is still making an aesthetic choice. I usually see that choice expressed using terms like "realism" or "verisimilitude" (although a lot of the play that results from this sort of approach doesn't strike me as particularly realistic or verisimilitudinous - it is extremely laden with tropes both from fiction and from received RPGing practice, "the adventuring party" probably being the most obvious in this latter category). [/QUOTE]
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