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Why are we okay with violence in RPGs?
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<blockquote data-quote="Celebrim" data-source="post: 7622398" data-attributes="member: 4937"><p>I think that there probably is an objective difference. I could easily write a computer program to adjudicate, in the same way you could write a program to play chess and determine what was or wasn't a valid move. But I don't think I could so easily write a computer program to author. And if I could write a program which engaged in authoring, it would be at least quantitatively different than one that could adjudicate. Present cRPGs are very good at adjudication, but authoring in the sense that Umbran means it is beyond our understanding. We can attempt to simulate authoring through what is called procedural generation of content, but the very fact that it is procedural and therefore bounded, suggests that even this is more like adjudication than what Umbran is calling authoring.</p><p></p><p>Adjudication seems to relate to some sort of finite set. While authoring seems to be boundless, or at least a set so large it would be beyond our ability to even imagine constraints.</p><p></p><p>So I offer this objective definition. If the process is procedural, then it is adjudication. But if the process cannot be defined by any presently known procedure, and seems to require that element we call imagination, then at the point it requires imagination it is authoring. </p><p></p><p>I do agree that certain systems have no adjudication by this definition, as in some systems the GM is empowered always to imagine a resolution based on undefined categories and never really has an outcome imposed on them. These 'wheel of fortune' systems never really say what happens, but instead generate very vague hints like 'Fumble', 'Failure', 'Partial Failure', 'Success with Complications', 'Success', 'Critical Success' and so forth, and leave it up to the GM or some sort of non-procedural negotiation among the participants to decide what that hint means.</p><p></p><p>You can imagine my opinion of that sort of system.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7622398, member: 4937"] I think that there probably is an objective difference. I could easily write a computer program to adjudicate, in the same way you could write a program to play chess and determine what was or wasn't a valid move. But I don't think I could so easily write a computer program to author. And if I could write a program which engaged in authoring, it would be at least quantitatively different than one that could adjudicate. Present cRPGs are very good at adjudication, but authoring in the sense that Umbran means it is beyond our understanding. We can attempt to simulate authoring through what is called procedural generation of content, but the very fact that it is procedural and therefore bounded, suggests that even this is more like adjudication than what Umbran is calling authoring. Adjudication seems to relate to some sort of finite set. While authoring seems to be boundless, or at least a set so large it would be beyond our ability to even imagine constraints. So I offer this objective definition. If the process is procedural, then it is adjudication. But if the process cannot be defined by any presently known procedure, and seems to require that element we call imagination, then at the point it requires imagination it is authoring. I do agree that certain systems have no adjudication by this definition, as in some systems the GM is empowered always to imagine a resolution based on undefined categories and never really has an outcome imposed on them. These 'wheel of fortune' systems never really say what happens, but instead generate very vague hints like 'Fumble', 'Failure', 'Partial Failure', 'Success with Complications', 'Success', 'Critical Success' and so forth, and leave it up to the GM or some sort of non-procedural negotiation among the participants to decide what that hint means. You can imagine my opinion of that sort of system. [/QUOTE]
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