anyway.



thread: 2005-04-25 : Technical Agenda

On 2005-04-29, John Kim wrote:

Vincent wrote: If you want to talk about technical simulationism more generally, you have to back up to the comment I made about that: strictly representational rules are necessarily insensitive to social situation. "Socially destructive" is one case of insensitivity.

I don't follow this.  As far as I can tell, whether the rules are representational or not has nothing to do with sensitivity to social situation.  Whether a power is representational or not, it is at the social level a power used by real players.  i.e. Suppose my rules balance power between players.  They can do this either (1) representationally by balancing the power of elements that the players' control; or (2) non-representationally by balancing some sort of meta-game power.  Whether they represent or not, the question for social situation is how they affect the players.

So, for example, suppose there is a rule which gives one player a huge amount of power and the ability to dominate the game.  Let's presume this is socially insensitive.  Now, it could be either representational (i.e. the in-game elements he controls are overly powerful) or non-representational (i.e. the player gets a monopoly on a narration resource).

The simple proof of this is that I can make a representational mechanic into a non-representational mechanic, and vice-versa.  For example, I can trivially assert that there is in-game a mystical "Convergence" quality that characters have in the world of Dogs in the Vineyard.  This corresponds to unassigned Relationship dice.



 

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