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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9324781" data-attributes="member: 42582"><p>I have a friend who, when she doesn't like the end to a film or a book, imagines that it was otherwise - as she wishes it were.</p><p></p><p>Now when it comes to facts, such a practice would be an error. EG, an exile may wish that things in their homeland were otherwise; but unless they are delusional, they are not going to actually form a belief contrary to the facts. And if they wish to change things, then its probably <em>essential</em> to have beliefs that conform to the facts.</p><p></p><p>But my friend is not delusional, or making any sort of epistemic error. Her practice might be gauche, or contrary to accepted practices of appreciation and criticism. But she is not making a cognitive error - she is just choosing to imagine something different from what the writer of the book, or creators of the film, intended her to imagine via their work.</p><p></p><p>The illusion of objectivity/externality might be part of the experience of RPGing. But just as the stage magician needs to know that, and how, they are performing their trick; so the RPG designer and/or critic needs to understand what is actually happening at the table. In my view, this is also quite helpful for the GM. I mean, in Apocalypse World, when the GM misdirects, they are not playing a trick on <em>themself</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9324781, member: 42582"] I have a friend who, when she doesn't like the end to a film or a book, imagines that it was otherwise - as she wishes it were. Now when it comes to facts, such a practice would be an error. EG, an exile may wish that things in their homeland were otherwise; but unless they are delusional, they are not going to actually form a belief contrary to the facts. And if they wish to change things, then its probably [I]essential[/I] to have beliefs that conform to the facts. But my friend is not delusional, or making any sort of epistemic error. Her practice might be gauche, or contrary to accepted practices of appreciation and criticism. But she is not making a cognitive error - she is just choosing to imagine something different from what the writer of the book, or creators of the film, intended her to imagine via their work. The illusion of objectivity/externality might be part of the experience of RPGing. But just as the stage magician needs to know that, and how, they are performing their trick; so the RPG designer and/or critic needs to understand what is actually happening at the table. In my view, this is also quite helpful for the GM. I mean, in Apocalypse World, when the GM misdirects, they are not playing a trick on [I]themself[/I]. [/QUOTE]
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