Ovinomancer
No flips for you!
I disagree. A protagonist is the lead character -- the absolute focus of the story. If play is such that the PC is reacting to the world, then there's a good argument that they aren't the protagonist of the story -- they aren't the lead character because the story doesn't focus on and revolve around them.I think one of the problems is the appropriation of words by some game designers. Protagonism in plain English does not demand what you have made of it. I realize over time that words do become game designer speak and mean different things. I am not criticising that necessarily.
I don't understand the need to claim this word for all play, though. Do you feel like this is a slight, to say that more traditional modes of play (ie, heavy GM prep) do not do something, or is it because this word has some positive connotation and there's the implication that not having it apply to a given mode of play suggests that it's less positive?
Nope. Of course there's no protagonism there. That story doesn't revolve around the character.So here is the confusion. If God created a real fantasy world with real magic, took you and dropped you into it would you have protagonism or not? I think you'd say no by the standards of game design. I think for the people on the other side their eyes would bug out because how could you not have protagonism as you'd be a real living person in a real fantasy world. The reality is that as a real person in a real fantasy world you would have no authorial ability. You'd just be able to do whatever you as a human could do in that world. For us that is the very essence of protagonism in its purest english language sense before game designers redefined the term.
There's no redefinition, here. You take the straight English word and look at the game and see who and what it focuses on.Again, I am not criticising game designers creating their own meta-language but when you come on these boards you shouldn't assume that we know game designer speak. It would be like be talking about objects and design patterns in the field of programming. You might respond, "I know what an object is..." but you don't in terms of my redefinition of the term. And yes you'd be using the original usage. Object existed as a word before programming. So I'd need to be careful when talking to a non-programmer.
And, like @Aldarc, I play both sides of the fence, here. The game I'm currently running has no protagonism, although I hope to have some points where the players get to engage in some, that's certainly not guaranteed. I don't have any problem with this, and play is fun! Just finished a session last night, which was primarily a dungeon crawl, where the players explored the GM's notes (what's in this room, is this trapped, can I unlock that door, what treasure is there, what monsters are here?), and my players all chimed in at the end to say it was a really fun session. I'm not at all ashamed about that session, nor do I feel it was in any way lesser for having no protagonism and being about exploring the GM's notes. That's a great way to have fun!