| author | fabien |
| Mon, 20 Mar 2006 13:28:15 -0500 | |
| branch | ecjdr |
| changeset 80 | 624c702e7fec |
| parent 68 | be57f0035c67 |
| permissions | -rw-r--r-- |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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*Places to Go, People to Be* [Next Article] <narrativists.html> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[Previous Article] <retro.html> [This Issue] <index.html> [Home] |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<../index.html> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Theory 101: System and the Shared Imagined Space |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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*By M. Joseph Young* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Not very long ago on a list I frequent, someone teased that they were a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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freeformer and as such did not use any system at all. I rather boldly |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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responded, explaining in some detail what system is and does, and why |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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freeform uses as much system as any other game, whether /Theatrix/ or |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/Fudge/ or /Rolemaster/. Someone else posted to the list, saying that my |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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explanation of how role playing games work was rather depressing to him, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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and took a lot of the fun out of it. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I'd never thought of that. Some people really don't want to know what |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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makes role playing games work; they just want to play and have fun. It's |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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like seeing what happens behind the curtain. Not everyone wants to know |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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how the magician does his tricks. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I can see that, to some degree. /Clash of the Titans/ is a wondrous |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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adventure to someone who has no idea how it was done. Understanding Ray |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Harryhausen's use of stop-action miniatures may be fascinating for some |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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of us, but it does take something out of the awe of watching the movie |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to see not the massive Gorgon rising from the deep but a twelve inch |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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model superimposed into the scene. In the same way, some people love |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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looking under the hood, as it were, of the games we play, understanding |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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what they do and how they do it, while others just want to go for a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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ride. If you wanted to /make/ a movie, you would probably need to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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understand how such things are made; if you just want to enjoy watching |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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one, it might be more fun to see the finished product without knowing |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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how it was achieved. So too understanding how games work in fundamental |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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ways may interfere with the fun of playing them for some people, but |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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it's absolutely essential to knowing how to design them. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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If you don't want to know how role playing games really work, it's time |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to stop reading. There is absolutely no shame in not wanting to know the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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theory, of wanting to watch the magician saw the woman in half with no |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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idea how the illusion works. We'll be looking behind the curtain at how |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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these things are done, and why they work the way they do. If that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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interests you, read on. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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At the moment, a great deal of the most valuable role playing game |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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theory is being done through an Internet web site forum called The Forge |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<http://www.indie-rpgs.com/>.Game designers there are building on the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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work of others, and theorists elsewhere such as northern Europe's Turku |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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school of LARP designers <http://users.utu.fi/mijupo/turku/> have found |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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their way there to participate in those discussions.The theoretical work |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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is driven by the belief that better understanding of the theory will |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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produce better games.Most of what is going to be presented in this |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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series originated there or was expanded there. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The concept that has emerged as possibly the single unifying and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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distinguishing feature of role playing games is that of the *Shared |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Imagined Space*. In essence, any group of players is making an effort to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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imagine the same events occurring in the same imagined setting. Of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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course, there are some discrepancies between individual images of this, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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but overall the game is able to proceed because there is a common |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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understanding of what is happening, a shared agreement of the events of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the game. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Sometimes people challenge whether this shared imagined space actually |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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exists. The easiest way to see that it is so is to consider what it |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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would be like otherwise. Suddenly Bob's character is trying to out-draw |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Dead-Eye-Dan in the streets of Laredo while Ann is piloting her |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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spaceship through the asteroid field and calling on Bob to target the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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pursuing enemy, while Jim sees them all attacking a dragon. While that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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starts to sound a bit like playing /Multiverser/, the fact is that even |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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in that game there is a shared imagined space, an agreed set of events |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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and setting elements and character actions which interact, although |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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frequently on multiple stages. If we do not have that agreement, then we |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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are not really playing together. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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How we come to that agreement is the heart of the concept of *system*. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Vincent Baker <http://www.septemberquestion.org/lumpley/lumpley.html>, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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author of such innovative games as /Kill Puppies for Satan/, /Dogs in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the Vineyard/, /Animals at Night/, and /Matchmaker/, is credited with |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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first recognizing and stating what has become known as the *Lumpley |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Principle*: System is the means by which any group of players comes to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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agreement concerning the content of the shared imagined space. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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This principle is the reason freeform and Rolemaster ultimately have the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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same "amount" of system. In play, someone at the table makes a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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statement, system is then applied by the minds of the participants, and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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a consensus is reached as to how this has changed the content of what is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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being imagined. How it does that is different in the details with a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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mechanically complicated game such as Rolemaster as compared with a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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completely socially driven freeform game (a different kind of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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complexity), but in the essentials they are the same. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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What system does, fundamentally, is apportion *credibility*. That is, it |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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provides the participants with the means necessary to gauge who has the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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right to make what statements about the shared imagined space, and who |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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does not. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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For example, in traditional games, those participants we tend to call |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the players (or the "character players" for the sake of clarity) have |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the credibility to say what actions their characters are taking and what |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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words they say. The one player responsible for "everything else", whom |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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we will here call the referee but who has many names in many games, has |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the credibility to determine the success or failure of such actions and |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
106 |
the consequences, the actions of antagonists and adversaries, and the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
107 |
general shape and situation in the world. We call this credibility |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
108 |
because we all agree to believe statements made by these participants |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
109 |
when those statements are within the extent of their credibility. We |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
110 |
believe that what a player says about his character is true within the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
111 |
image we share, and that what the referee says about everything else is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
112 |
true. These are thus credible statements. Although there are exceptions |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
113 |
even in traditional games, the limits on credibility usually follow |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
114 |
these lines rather closely. A player could not say, "Suddenly I see a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
115 |
door to the right I had not previously noticed, and finding it unlocked |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
116 |
rush through it to safety." Similarly, a referee could not normally say, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
117 |
"Your character draws his sword and rushes forward to attack the huge |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
118 |
ancient red dragon." A player character who announced the presence of a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
119 |
door would in most games be ignored, as he does not have the credibility |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
120 |
to insert such doors in the shared imagined world. Sometimes a referee |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
121 |
can get away with statements of player character actions, but the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
122 |
players will expect that there is a good reason why under this |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
123 |
circumstance the referee is claiming the credibility to make such a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
124 |
statement, and in many groups the statement will be openly challenged |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
125 |
for that explanation. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
126 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
127 |
Once this is understood, it becomes possible to change the way |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
128 |
credibility is apportioned.For example, /Universalis |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
129 |
<http://ramshead.indie-rpgs.com/>/ eliminates the referee entirely and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
130 |
instead provides a resource system through which players bid for control |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
131 |
of what happens.Numerous other independent games allow players to create |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
132 |
problems for themselves and for each other. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
133 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
134 |
As part of this, it has become clear that the referee is one of the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
135 |
players. His role in the game is different from the others, but it is a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
136 |
role that can be defined by the game rules in many different ways. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
137 |
Changing what the referee does, distributing aspects of that credibility |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
138 |
in different ways, has led to many challenging ideas in game design. We |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
139 |
also see that game play is an essentially social activity, built |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
140 |
entirely on defining the relationships between the members of the group |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
141 |
such that they know what to believe of what the others say and what they |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
142 |
are entitled to say themselves. Thus a role playing game system is a set |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
143 |
of specific modifications to the social contract of a group of friends, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
144 |
a sort of ritual in which they engage that has the specific function of |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
145 |
creating this object of shared imagination. It is a means of relating to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
146 |
each other toward that end. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
147 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
148 |
In attempting to categorize different ways of distributing credibility, |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
149 |
Ron Edwards <http://www.adept-press.com/> has put forward the concept of |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
150 |
*Stance*.The author of many games of which /Sorcerer/, /Trollbabe/, and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
151 |
/Elfs/ are the best known, Professor Edwards received the Diana Jones |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
152 |
Award <http://www.dianajonesaward.org/> for his contributions to game |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
153 |
design.Stance refers to the relationship between a player, his |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
154 |
character, and the rest of the shared imagined space, and provides |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
155 |
general categories within which specifics may vary from game to game or |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
156 |
group to group.The four major stances are Pawn, Actor, Author, and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
157 |
Director. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
158 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
159 |
Pawn stance is rather simple to understand. The character is a token |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
160 |
used by the player to act within the game world. Like a /Monopoly/ or |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
161 |
/Parchessi/ piece, no one cares whether the actions of the character |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
162 |
make sense. What matters is that the character does what the player |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
163 |
wants within the world. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
164 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
165 |
Actor stance approaches the world solely through the character, but also |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
166 |
solely through the character's perceived desires and personality. This |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
167 |
is the approach to play in which much depends on what the player |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
168 |
believes the character would "really" do, if he were a real person in |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
169 |
that situation, and is closely associated with the concepts most people |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
170 |
call immersion. Actor stance springs from the perceptions and thoughts |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
171 |
attributed to the character, and limits the player's credibility to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
172 |
control over that character and the impact that character can |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
173 |
realistically have in the world. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
174 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
175 |
Author stance is in some ways a complicated fusion between Actor and |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
176 |
Pawn. In this case, the player is still controlling the character only; |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
177 |
however, the player is permitted and even expected to use his own |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
178 |
knowledge and desires in making character decisions, while at the same |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
179 |
time providing justification after the fact for why this is what the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
180 |
character would have done. For example, we have the brash uncouth |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
181 |
fighter who is always getting in brawls, but suddenly the player decides |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
182 |
that he wants play to move toward an alliance between the fighter and a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
183 |
particular non-player nobleman, so when they meet he chooses not to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
184 |
fight even though everyone expected him to do so. He justifies this by |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
185 |
stating that his character was for once impressed by someone of noble |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
186 |
bearing, or that the character was suddenly smitten by the Duke's lovely |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
187 |
daughter and so out of character at that moment. What matters here is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
188 |
that the player is allowing his own knowledge and desires control the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
189 |
direction the story takes, but is doing so by controlling his character |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
190 |
and creating reasons for the character to have done what the player |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
191 |
wished. It is thus like Actor stance to the degree that the player |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
192 |
controls only his character and does so in a way that preserves |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
193 |
character integrity, but like Pawn stance in that the player uses the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
194 |
character to accomplish player goals, not character goals, to the degree |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
195 |
that these differ. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
196 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
197 |
Director stance is fairly simple to understand but shocking to accept by |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
198 |
most players. It means that the character players have credibility to |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
199 |
create bits in the shared imagined space that are outside the control of |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
200 |
their characters. In essence, it gives a great deal of credibility |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
201 |
traditionally reserved for the referee to the other players. Yet it is |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
202 |
something that nearly all role players have used to some degree. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
203 |
|
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
204 |
Imagine for a moment that a player character has just entered a room. |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
205 |
The referee states that it looks like a woman's bedroom. The player then |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
206 |
says that his character will move to the dresser and examine the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
207 |
knick-knacks on it. Note that the referee never stated there was a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
208 |
dresser, or that there was anything on it; the player made the |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
209 |
assumption that a woman's bedroom would have a dresser, and that a |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
changeset
|
210 |
woman's dresser would have something sitting atop it that was |
|
be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff
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|
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decorative. He then made the assertion incidentally that such things |
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existed, and requested more information about them. That is a very |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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limited example of director stance. The majority of games would extend |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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sufficient credibility to the player to make such statements. If the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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player did not have that much credibility, he would have to ask whether |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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there was a dresser, whether there was anything on the dresser, and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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possibly whether there was anything preventing him from moving to the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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dresser to get a better look, in each case awaiting confirmation by the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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referee, who is the only person with the credibility to place such |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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objects in the shared imagined space. Going the other direction, a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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player with more credibility might state that he was opening the top |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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drawer, rifling through the lady's undergarments, and finding a wrapped |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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packet of correspondence that looked like it might be love letters, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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which he pockets for future examination. Again, none of that is in the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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referee's statement of the contents of the room, but a player might have |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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sufficient credibility to create those elements, as they are consistent |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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with what is given. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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228 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Given sufficient credibility, a player could create the side door |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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through which he escapes. That is the concept of director stance. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Referees do it all the time, but there is no inherent reason why players |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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could not do it. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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233 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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It should be said that there is no right or wrong stance, no better or |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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worse way to play. There are only individual preferences of how to do |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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things and practical considerations in how to make any particular game |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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work. All of these stances are the right choice for some type of role |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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playing game. It might or might not be a type you would enjoy, but |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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people do enjoy playing in games that do these various things. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Of course, if system is all about apportioning credibility, what then |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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are rules? Are the baker's dozen books of /Original Advanced Dungeons & |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Dragons/ completely meaningless? Is there no difference at all between |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/Aftermath/ and /Amber Diceless/? Are those who work to create new games |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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wasting their efforts in view of the fact that the rules in the book are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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not the system? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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247 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The relationship between rules and system took some time to develop, and |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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is difficult to understand. Rules have *authority*, or perhaps more |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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precisely are authorities. They are authorities in the same sense that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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case law is an authority for courts, or that scriptures are authorities |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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for religions: the people involved refer to these and invoke them in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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support of their statements, and so increase the credibility of those |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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statements. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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255 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Thus for example a player running a ranger in /Dungeons & Dragons/ might |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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say that his character was going to use his tracking ability to identify |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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which way the opponent went. Probably this would be accepted as within |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the credibility of the player. However, if the referee were unaware that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the ranger had tracking skill, the player could point to the section of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the rules in which tracking skill is identified and explained and so |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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give credibility to his stated action. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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263 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Note that rules do not have credibility. They cannot make statements of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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themselves, but must be cited by a person with credibility. Further, the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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authority of the rules is subject to the credibility of persons involved |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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in the game. Can the ranger track an opponent across the ocean floor? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Someone has the credibility to decide whether the rules apply, and how |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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they are to be understood. There may be a rule somewhere in the books |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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that covers this situation, but if no one uses it, it is not part of the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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system, as it does not influence what is mutually imagined. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Once we recognize that rules are authorities used to support the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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credibility of statements made by people, it is a short step to realize |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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that everything else outside the minds and statements of the people is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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at best another authority. The dice are not part of the system, but |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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rather an authority to which someone appeals in determining an outcome. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Whether the referee can ignore the dice or not is part of the system; |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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whether the players can force him to follow the dice is part of the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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system; but in using the dice, we are appealing to the authority of the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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dice. This applies also to charts and tables, character papers, world |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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descriptions, modules and supplements, and the wealth of other |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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informational supports we use in play. We are using the real system of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the game whenever we decide what happens in our imagined reality; if we |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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use dice, or charts, or ability scores, or skill ratings, we are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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appealing to authority to support those decisions, but it is still |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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always we the players who decide. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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288 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In the end, a role playing game is a conversation between a group of |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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people in which they describe to each other certain imagined events that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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they create as they describe them. Everything else that we see as part |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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of the game exists to support that activity, and to determine whose |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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statements about what happens will be accepted by everyone. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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294 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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If your reaction to that is, /Is that all there is?/ you have my |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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condolences. In a sense, yes, that is all there is. However, that is the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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most powerful secret of game design that has yet been uncovered, and to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the degree that you can understand, support, and exploit this central |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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concept, you can design or play a great game. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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300 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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------------------------------------------------------------------------ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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302 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/M. Joseph Young is author game books and novels for Multiverser: The |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Game <http://www.mjyoung.net/publish>, and a prolific contributor to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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role playing game literature. Among his online work is his long-running |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/Game Ideas /Un/limited/ series at Gaming Outpost |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<http://www.gamingoutpost.com/>, /Faith and Gaming/ series in the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Chaplain's corner of The Christian Gamers Guild |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<http://www.geocities.com/christian_gamers_guild/>, and the three-part |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/Law and Enforcement in Imaginary Realms/ in this e-zine, beginning with |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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/The Source of Law <http://ptgptb.humbug.org.au/0009/law01.html>/ in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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issue nine./ |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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313 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[Next Article] <narrativists.html> [Previous Article] <retro.html> [This |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Issue] <index.html> [Home] <../index.html> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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316 |
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/Copyright © 2005 Places to Go, People to Be/, all rights |
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reserved. May be reproduced for non-commercial use. Refer to the |
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copyright page <../copyright.html> for full details. Email us: |
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editors@ptgptb.org <mailto:editors@ptgptb.org>. |
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Click to Go Back <index.html> |
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