blended worlds and RPG narrative

Ed Heil’s Weblog: Notes Part 2A: A Lull
That kind of line is common as dirt in literary criticism. They talk about places like “Dickens’s London” or “Joyce’s Dublin” or the like, and they’re talking about exactly the kind of thing I was talking about earlier with “the universe of black and white photographs” — a thing which partakes of the nature of the medium as well as the nature of the content.

You may need to start at Polytropos instead where the series of essays is linked… but I thought this one was an interesting approach to clairty in narrative and RPG.
From Rock, Scissors, Blog

Ed Heil’s Weblog: Notes Part 4: change of course
Now, there’s something called the “Lumpley Principle” which neatly resolves these conflicts. According to the “Lumpley Principle,” the rules and such are NOT there to represent the reality of the gameworld! That function is reserved for the in-game dialogue! What the rules are there to do is to help shape the in-game dialogue; specifically they “distribute credbility.”

This sorta means (if you read on) that the rules only empower the Players and guide how they resolve the game narrative. True most of the time, IMHO. But rules also provide “tone and texture” to the game you are trying to do. This is a different sort of guide and empower…. which can fail depending on interpretation.


One comment

  1. RPG Semiosis Musings

    in the Shadow of Greatness was kind enough to ping Nate’s ping of my blatherings about RPGs. It’s all about a John Kim essay I haven’t read yet. 🙂 I was interested in the semiotics of RPGs… the systems of

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