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Gary’s Immersion in Castle El Raja Key: The Four-Way Footsteps
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<blockquote data-quote="Rob Kuntz" data-source="post: 7854655" data-attributes="member: 7015759"><p>Well, IOW, i am suggesting what the system model implies and indeed requires: the full realization and implementation of ALL potential design elements, this to achieve its typification as a "Fantasy" Role-Playing "Game". NOTE: I will consider your other points and conclude with comments. Must write 1,000 words today at a minimum. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> "Back to the salt mine. Kuntz!" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>During that interim consider these additional commentaries from<em> A New Ethos in Game Design,</em> © 2012-2019. Robert Kuntz.</p><p></p><p>C7: The very idea imparted by the phrase that we “play “in” an adventure as opposed to playing a board game wherein we just “play it” separates the two forms as distinct concepts unrelated to each other. Strip the “in,” the activating imaginative system component, from an RPG and all of its remaining parts revert to their structured or static forms. In relation to an RPG they become lifeless appendages whereas the imagination can immediately substitute for these by creating new ones. Thus: An open system can create, animate and inform a multiplicity of extensible systems while this is never true with a closed system.</p><p></p><p>C13: Fantasy is in many respects open dreaming and, in part, actualizing those dreams through imitation. To act is to dream what one is in another persona as imagined through the conduit of the real. The immersion that takes place in an RPG can be like that. But unlike dream where one person is involved from beginning to end, there are other players involved in an RPG, and yet another, the GM, and yet another circumstance, the reality of being and the reality of the game, which are essentially the same thing: the immobile <em>present.</em> By removing their players from the present GMs in turn mobilize their imaginations. Thereafter anything can and will happen, just like in dreams.</p><p></p><p>C20: Fantasy world creation is a permeable state. League that with a permeable game and then add in leaps of dimension in design and play and you can pretty much start tossing aside all of your assumptions about maintaining any initial state.</p><p></p><p>C39: In a conceptual system like <em>Classic D&D</em> the GM is the storyteller/initiator and the one who along with the players immerses them in the environment, and is also the game adjudicator. All of these many facets, and more, combine to become immersion “in” Fantasy rather than just entertainment through it, even though we are entertained in the process. We can say it’s entertainment only and thus make it our whole object with no distinct particulars involved that are actually working in unison to the contrary. But that’s a choice based upon proclivity; and just like with a joke, some might be immersed and laugh by its telling and some may shrug due to their proclivity for certain jokes only.</p><p></p><p>The distinction is that Fantasy is supposed to be as immersive as jokes are intended to be, but only through the proper wielding of either can we actually produce the “In,” in that immersion; and if we don’t, hey, it was at least entertaining, right? But when Fantasy combines with fun we have a special sort of experience that has merged from many different directions at once and seemingly transcends mere fun. Because as you come down from this particular experience you instantly realize that you are no longer where it was that you’ve been and you yearn to be there again. It may immerse us, it may transport us, and it may speak to us in humorous tones at times, but Fantasy will announce itself by our feeling both<em> absent and present at the same time</em>; and this is what will always separate it from entertainment sprinkled with Fantasy motifs only.</p></blockquote><p></p>
[QUOTE="Rob Kuntz, post: 7854655, member: 7015759"] Well, IOW, i am suggesting what the system model implies and indeed requires: the full realization and implementation of ALL potential design elements, this to achieve its typification as a "Fantasy" Role-Playing "Game". NOTE: I will consider your other points and conclude with comments. Must write 1,000 words today at a minimum. :) "Back to the salt mine. Kuntz!" ;) During that interim consider these additional commentaries from[I] A New Ethos in Game Design,[/I] © 2012-2019. Robert Kuntz. C7: The very idea imparted by the phrase that we “play “in” an adventure as opposed to playing a board game wherein we just “play it” separates the two forms as distinct concepts unrelated to each other. Strip the “in,” the activating imaginative system component, from an RPG and all of its remaining parts revert to their structured or static forms. In relation to an RPG they become lifeless appendages whereas the imagination can immediately substitute for these by creating new ones. Thus: An open system can create, animate and inform a multiplicity of extensible systems while this is never true with a closed system. C13: Fantasy is in many respects open dreaming and, in part, actualizing those dreams through imitation. To act is to dream what one is in another persona as imagined through the conduit of the real. The immersion that takes place in an RPG can be like that. But unlike dream where one person is involved from beginning to end, there are other players involved in an RPG, and yet another, the GM, and yet another circumstance, the reality of being and the reality of the game, which are essentially the same thing: the immobile [I]present.[/I] By removing their players from the present GMs in turn mobilize their imaginations. Thereafter anything can and will happen, just like in dreams. C20: Fantasy world creation is a permeable state. League that with a permeable game and then add in leaps of dimension in design and play and you can pretty much start tossing aside all of your assumptions about maintaining any initial state. C39: In a conceptual system like [I]Classic D&D[/I] the GM is the storyteller/initiator and the one who along with the players immerses them in the environment, and is also the game adjudicator. All of these many facets, and more, combine to become immersion “in” Fantasy rather than just entertainment through it, even though we are entertained in the process. We can say it’s entertainment only and thus make it our whole object with no distinct particulars involved that are actually working in unison to the contrary. But that’s a choice based upon proclivity; and just like with a joke, some might be immersed and laugh by its telling and some may shrug due to their proclivity for certain jokes only. The distinction is that Fantasy is supposed to be as immersive as jokes are intended to be, but only through the proper wielding of either can we actually produce the “In,” in that immersion; and if we don’t, hey, it was at least entertaining, right? But when Fantasy combines with fun we have a special sort of experience that has merged from many different directions at once and seemingly transcends mere fun. Because as you come down from this particular experience you instantly realize that you are no longer where it was that you’ve been and you yearn to be there again. It may immerse us, it may transport us, and it may speak to us in humorous tones at times, but Fantasy will announce itself by our feeling both[I] absent and present at the same time[/I]; and this is what will always separate it from entertainment sprinkled with Fantasy motifs only. [/QUOTE]
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