The 4th Category

Highlights

Chapter 1: Understanding Conceptual Systems

  • the phrase that we “play in” an adventure as op- posed to playing a board game wherein we just “play it” separates the two forms as distinct concepts
  • An open system can create, animate and inform a multiplicity of extensible systems while this is never true with a closed system.

Classic D&D

  • directed play with mutable rules intimately leagued with open play forms with no conceptual boundaries.
    • It brought with it a need to create resources for it to be played, either in pre-game design sessions or during the game itself by way of its participants being able to instantly extrapolate upon what was being conceptualized.
  • merger of conceptual and mechanical systems
    • resulting “super-system” is in systems theory parlance comprised of non-linear and linear (and/or isolated) systems that have standing relationships with each other.
    • mechanics often come into focus when there is a need to ascertain the probabilities for success of a player’s interactions within the fantastic surround

Later variations

  • predominated by mechanics and hard-fast and immutable rules.
  • growing presumption that GM-created game matter was now the province of “professional creators”
    • users were being incrementally disfranchised from D&D’s original creative crucible as mere consumers of those creations.
  • whatever the GMs proposed to their players was being ignored by the latter for scaling up their characters to defeat more and more powerful adversaries
  • a game’s mode delineates the expression paths for its participants.

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