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What makes setting lore "actually matter" to the players?
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<blockquote data-quote="innerdude" data-source="post: 9812374" data-attributes="member: 85870"><p>I generally agree, but would expand this to say, "Wherein the ability to 'do or try anything' is predicated on an imagined fictional space in which the character actions are attempted."</p><p></p><p>Which goes right back to the original question --- What elements of that imagined fictional space / shared imaginary space must be understood as "core lore" or "assumed as true within the fiction" in order for successful play to proceed?</p><p></p><p>I think we've already identified:</p><ul> <li data-xf-list-type="ul">Elements that create direct mechanical interactions / structures in the rules.</li> <li data-xf-list-type="ul">Elements that create non-mechanical but material constraints on the resolution of a player's attempt to 'do or try anything relevant to the shared imaginary space'<ul> <li data-xf-list-type="ul">E.g., clerics who follow certain gods/pantheons being restricted from entering a specific city, a desert biome so devoid of water that journeying through it mandates a "magical" character resource to generate water, etc (see: Dune, etc.).</li> </ul></li> <li data-xf-list-type="ul">Elements introduced by the players through character creation + development that must be assumed as true-at-face-value in order for the character to mesh with the shared imaginary space.</li> </ul></blockquote><p></p>
[QUOTE="innerdude, post: 9812374, member: 85870"] I generally agree, but would expand this to say, "Wherein the ability to 'do or try anything' is predicated on an imagined fictional space in which the character actions are attempted." Which goes right back to the original question --- What elements of that imagined fictional space / shared imaginary space must be understood as "core lore" or "assumed as true within the fiction" in order for successful play to proceed? I think we've already identified: [LIST] [*]Elements that create direct mechanical interactions / structures in the rules. [*]Elements that create non-mechanical but material constraints on the resolution of a player's attempt to 'do or try anything relevant to the shared imaginary space' [LIST] [*]E.g., clerics who follow certain gods/pantheons being restricted from entering a specific city, a desert biome so devoid of water that journeying through it mandates a "magical" character resource to generate water, etc (see: Dune, etc.). [/LIST] [*]Elements introduced by the players through character creation + development that must be assumed as true-at-face-value in order for the character to mesh with the shared imaginary space. [/LIST] [/QUOTE]
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What makes setting lore "actually matter" to the players?
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