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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="pemerton" data-source="post: 9844664" data-attributes="member: 42582"><p>Part of the reason for doing things in accordance with instructions or structured processes is to produce results that aren't <em>directly</em> intended. An example that is a bit different from RPG play, but that (I think) vividly illustrates the point, is a production line in a factory. The engineer who conceived of the production line had in mind that it would produce whatever widgets it produces; but none of the builders of the components of the production line, let alone any of the workers on the line, need to intend the product of the widgets - each of them just intends to do their bits.</p><p></p><p>Some RPGs are (at an appropriate level of abstraction) similar in their design: if the game participants adhere to their roles, as defined by the game rules and procedures, appropriately, and do what the rules and procedures tell them to do, then a story will result. <em>Even though</em> no participant directly intends its creation.</p><p></p><p>And for the sake of clarity: by <em>story</em> here I don't just mean a sequence of imagined events. I mean a story in the sense of protagonists, conflict, rising action, climax etc. </p><p></p><p>I would generally regard "narrative" and "story" as synonyms, at least in many contexts. Although in the context of RPGing, "narrative" also has an adjectival use - as in, <em>pertaining to narration</em> - that "story" doesn't.</p><p></p><p>I don't think all RPGing produces a story in any sense beyond <em>a series of imagined events</em>. But some RPGing does. And RPGs can be designed - and some are - to ensure that this happens non-accidentally and reliably.</p><p></p><p>As for "the fiction", I think that's fairly useful as a way of referring to the stuff that is imagined.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9844664, member: 42582"] Part of the reason for doing things in accordance with instructions or structured processes is to produce results that aren't [I]directly[/I] intended. An example that is a bit different from RPG play, but that (I think) vividly illustrates the point, is a production line in a factory. The engineer who conceived of the production line had in mind that it would produce whatever widgets it produces; but none of the builders of the components of the production line, let alone any of the workers on the line, need to intend the product of the widgets - each of them just intends to do their bits. Some RPGs are (at an appropriate level of abstraction) similar in their design: if the game participants adhere to their roles, as defined by the game rules and procedures, appropriately, and do what the rules and procedures tell them to do, then a story will result. [I]Even though[/I] no participant directly intends its creation. And for the sake of clarity: by [I]story[/I] here I don't just mean a sequence of imagined events. I mean a story in the sense of protagonists, conflict, rising action, climax etc. I would generally regard "narrative" and "story" as synonyms, at least in many contexts. Although in the context of RPGing, "narrative" also has an adjectival use - as in, [I]pertaining to narration[/I] - that "story" doesn't. I don't think all RPGing produces a story in any sense beyond [I]a series of imagined events[/I]. But some RPGing does. And RPGs can be designed - and some are - to ensure that this happens non-accidentally and reliably. As for "the fiction", I think that's fairly useful as a way of referring to the stuff that is imagined. [/QUOTE]
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