My claim is a statement of fact: something done on one's own is not shared. QED.I'm against it because your claim implicitly devalues worldbuilding IMO, and as I've said many times before, it is to me the most enjoyable part of the RPG experience.
My claim is a statement of fact: something done on one's own is not shared. QED.I'm against it because your claim implicitly devalues worldbuilding IMO, and as I've said many times before, it is to me the most enjoyable part of the RPG experience.
Well, as I posted upthread I think it's obvious where Suits's concern with a "lusory attitude" comes from, in the context of post-War English language philosophy (which is his field).'lusory' is just a fancy way of saying 'gaming'. Academics like to generate terms like this so they can avoid contaminating their discussions with common language arguments I guess. So, 'lusory attitude' simply means "playing a game" and 'lusory means' simply means "game process of play" (at least this is my interpretation, I think its at least roughly correct). So when someone says the players "adopt a lusory attitude" they mean they agree to play a particular game, and by implication follow its rules. Then when they play they use the 'lusory means' to actually play the game. Now, I think those 'means' may or may not be said to include things like boards, dice, pieces, etc. but I think its easiest to assume these fall within the 'means'.
Why would it not make sense or seem 'bizarre'? The principles and agenda of Dungeon World are PART OF THE RULES, in fact a very important part! They bind the GM to saying fairly particular kinds of things when framing a scene or describing a gm move, etc. That being said, completeness in my book is more about a 'fully described process'. DW is complete in that it always describes what to do next. That 'what' may involve considerable judgment and leeway, but it is a qualifiable thing. IMHO D&D generally lacks this trait that what comes next is fully described. I think it sort of piecewise approaches it in the case of 5e, but it never quite gets there. TBH I think the main impediment here is the "GM-Centric" attitude of the designers of D&D. When AW was written, the designer went back to square one and thought about the process of playing the game. The 5e authors thought about how to inform a GM-as-game-purveyor as to the best way to do their job. 5e kind of 'backs into' the ideas of process of play, but it never quite puts them front and center in the way AW or DW (etc.) do.Hmm. I would say that's a bizarre way to use the word "complete", but that doesn't prove they're not using it that way anyway. It's possible.
Yes, the blame must fall squarely on me; and I appreciate the courtesy shown.I've not used the phrase "lusory fabric". That is @clearstream's term.
More generally, if you or anyone else (eg @Micah Sweet) object to references to Suits in this thread, please take it up with @clearstream. He is the one who introduced Suits's frame of analysis. I adopted it as a courtesy to him.
And goes on to define the way in which playing a game is distinct from other sorts of activities such as work. The term "lusory fabric" I minted only today, and "ludic fabric" would probably be better. I meant the whole construct - prelusory goals, lusory means, and lusory attitude.that Utopian existence is fundamentally concerned with game-playing
This to me confirms the ivory tower attitude I suggested above.'lusory' is just a fancy way of saying 'gaming'. Academics like to generate terms like this so they can avoid contaminating their discussions with common language arguments I guess. So, 'lusory attitude' simply means "playing a game" and 'lusory means' simply means "game process of play" (at least this is my interpretation, I think its at least roughly correct). So when someone says the players "adopt a lusory attitude" they mean they agree to play a particular game, and by implication follow its rules. Then when they play they use the 'lusory means' to actually play the game. Now, I think those 'means' may or may not be said to include things like boards, dice, pieces, etc. but I think its easiest to assume these fall within the 'means'.
My point is that all that work doesn't immediately become fluid once the game begins. The setting is still the setting.My claim is a statement of fact: something done on one's own is not shared. QED.
Because it leads to you calling 'complete' things which have glaringly obvious incompleteness to them, and when called on it your only response is to say stuff like "by that standard all RPGs are incomplete, so that can't be true" instead of "ah. I only meant complete w/rt such-and-such limited subset of properties."Why would it not make sense or seem 'bizarre'?
Yeah, in fact D&D is a product of this sort of environment in which there was an overarching structure of a campaign world "The Great Kingdom" et al and then Dave, and finally Gary, focused in on specific elements of that and invented their own rules set to play with a different aspect of that world. Furthermore within that play they had vast numbers of participants and multiple PCs per player, sub-GMs, spin off campaigns, crossovers, etc. So I doubt it is possible to unequivocally say that any one specific person fully 'owned' any of it, 100%. Even the rules were an ongoing team effort in which the various participants extended and perfected parts and then subjected them to scrutiny by other participants, reworked them, discarded them, or incorporated them into the canonical version of the rules.Strange, because I have. Nearly all of my games, in fact. We always talked about it as "our game" when I first played in high school because it was the game that our gaming group was collectively playing together. Same was true with my group in college. Likewise, I played Pathfinder 1 with my friends in grad school. We definitely didn't think about it as the GM's game. We thought of it as all of our game because we were friends who were playing a hobby game together as friends. That viewpoint continued when I moved to Vienna and found a new gaming group. It was the group's game that a GM ran rather than the GM's game. These were not people playing "bespoke games" either. We were playing more traditional games in the vein of D&D: i.e, 3e D&D, d20 Modern, Star Wars Saga, 4e D&D, Pathfinder 1, and Numenera. Moreover, this was true whether I was a PC player or the GM player. I think that GM's were possessive about their homebrew settings; however, I think that's different.
(1) You are free to ask me questions without fully-loading your questions, unlocking the safety, and pointing them at my face.For that last point, are you saying that I shouldn't express a negative opinion about a type of game because other people like it? Hmm...
I don't think that people have questioned whether the GM isn't the primary rules arbiter or facilitator for running the game. It's more about what we mean by "the GM's game functionally." And I think that your statement risks equivocating between those different understandings that have cropped up in this thread.As for your other points, it has been IMO exhaustively proven by multiple examples that D&D is designed to be the GM's game primarily, as in "the buck stops here". You can play it differently of course, but you are changing fundamental assumptions by doing so,
Considering your abrasive language here, I'm curious what kind of game you think I'm espousing, Micah, because I'm genuinely worried that you are dangerously close to an argumentative strawman concerning views I have expressed in this thread. My contributions in this thread have been fairly limited to discussing the vagueries around Rule 0 and about how gaming groups I've played in viewed games as the group's game rather than the GM's game. So you may want to walk back your strongs claims here and dial your attitude down a notch.so I feel justified in claiming that the kind of game you espouse would not feel like D&D to me, and I won't apologize for saying so.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.