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@valtharr
I made a ko-fi, just in case people think my posts deserve to be rewarded:
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these are getting weird
TADC FINALE SPOILERS UNDER THE CUT!
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Now that they all know they're just brain scans of real people, and Caine has both lost some power and turned over a new leaf, I have to wonder what happens the next time a "human" ends up in the Circus. Will they remember their name? If so, would they still choose a circus name? Will the gang tell them the truth right away? Could that lead to them abstracting immediately?
Much to ponder.
Every “True Crime” story (that isn’t just complete sensationalist fearmongering) is always like
“Ashley Jones was found murdered in her apartment in 1986, but police couldn’t seem to find any leads. Police were baffled. The case.. went cold. In 2005, a deputee at the Cantalope County Sheriff's Department realized that one of the napkins in the break room was actually a signed witness statement claiming to have seen Bob Smith commit the murder. This witness statement came just days after the killing, but had never been followed up on. Police tracked down the witness, and Bob Smith, now aged 65, was arrested and, accepting a plea deal, was found guilty in January 2007. In 2024, he was released on parole after serving just 17 years of his 20-year sentence. Ashley Jones’s family.. were outraged.. In response, the governor of Mississippi passed ‘Ashley’s Law,’ requiring all prisoners in the state convicted of a felony to serve the maximum sentence possible without the possibility of parole.”
I don’t know what’s more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are “collaborative storytelling” and that D&D5e does this great if you just ignore all the rules that make it not do that, or non-D&D players who realize that no edition of D&D5e is good for “collaborative storytelling” but still think that the primary purpose of all TTRPGs is to be “collaborative storytelling” and that not being good for “collaborative storytelling” a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but you’re complaining that a cheap toothbrush doesn’t keep you warm at night.
An expectation is being placed on all pieces in this artform to do something that the majority of them were never meant to do in the first place.
Ok. Genuinely, though. What would you say the purpose of D&D5e is? What are the majority of TTRPGs made for?
Because like, a dungeon crawl is a story. So is a complex political negotiation. So is a heist. So is playing out a battle tactically. All of these things are stories, and insofar as each player contributes the actions of their characters and (in a good group) an equal stake in the enjoyment of everyone in the group, it is collaborative.
I don’t see how it isn’t for “collaborative storytelling”, and I don’t even play D&D5e. The relationship between the GM and the players isn’t adversarial. All of them are players trying to have fun, and crucially in a healthy group that doesn’t come at the cost of someone else’s fun.
Collaboratively telling a story, in some form playing make believe with rules to simulate and constrain the ways we are playing, that’s. Just what a TTRPG is. Like. Categorically.
I think the rub here with the term "collaborative storytelling" is that it's coming across at odd angles. Like you said, almost everything can lead to a story. And there are multiple people there inputting into the machine and so clearly it's collaboration. But the same can be said of nearly anything, let alone just games.
What a TTRPG is for is, as what amounts to an analog computer, to take a series of inputs and give you an output combined with imaginative interpretations and creative narrative decisions in order to create the emergent property that is roleplay. In much the same that you can roleplay someone specific in a video game, games with immersive sim properties are much better at it because they give you the tools by which to more deeply express the internal agency you're applying to the game world. And even then you will be constrained by the game and its intents if what you are attempting to roleplay is not supported by the game. Deus Ex is much more conducive to roleplay than, say, DOOM. But even then Deus Ex still expects you to be Some Guy Caught Up In Conspiracy Nonsense. Meanwhile horizontal growth games like Ultima Online allow you to express a wide variety of permutations, the only game where my favorite class fantasy can be "real estate scammer" and the game and the way both the world and other players interact with it supports this. The important part about the commentary on ANIM's discussion of collaborative storytelling, which describes a specific attitude about how those stories are produced and not about their presence, is thus:
In a game where the primary analog input-output is the emergent property of semi-randomized mechanical interactions, it is very difficult to even attempt to generate the storybeats of, say, Lord of the Rings naturalistically. So you come expecting that every game produces A Fantasy Novel sort of storytelling and not something more in line with the often chaotic, often hamfisted, and meandering storytelling of, say, a weekly print comic that might have a roadmap or be partially planned but often just kind of jams in whatever needs to happen to keep things moving and ramp the drama. And even that isn't an adequate equivalent to this, as a comic can still successfully have internal rules like "The MC and his crush are not allowed to die", a thing which a ttrpg which has a mechanic about death can only do by rewriting the rules, one of the principal complaints in the entire essay. In order to create the kind of fantasy novel-esque story structure, an enormous amount of effort must go into bending, warping, and changing the rules so much that what you get at the end is at best a facsimile of the thing you went in to create, and if the efforts prove fruitless this is not the fault of either the game or of the expectations put on it to demand those efforts, but of the GM who failed to produce a game design degree via first principles.
And so the way that DnD is treated is often more like modding Deus Ex so that there is either no way to fail or die regardless of which path you take or else to mod it so that there is only one preconceived path which the game must take. When it became an increasing norm of the culture of play to demand that the GM ask permission for characters to be killed (a mechanic which the game has specific rules for for which there are not alternatives) rather than accepting that death is something both mechanically implemented and a story beat which will be generated by the semi-random output of the machine, enormous pressure came down to completely rework the machine from the ground up rather than exit the walled garden and engage with a machine which does not produce outputs which the players do not desire. The purpose of a machine is what it does, and what this machine does in its design does not produce conventional satisfying, novel-like stories. It creates a lot of emergent situations which must be handled, for good or ill, by semi-random, dice based mechanics. Unfortunately, people believe that that is not the purpose of the machine in spite of all evidence from the text due to their folkloric understanding of it and so view it as broken and anyone not able to fix it as having failed.
I think my biggest problem with the arguments A.N.I.M & simpleimple brought up here is how they are simultaneously too specific and too general.
You're talking about really broad stuff like people's expectations of games, wider trends in the TTRPG culture of play while arguing that those are mostly happening because people miunderstand the rules?
You seperate the text of the game from the folkloric understanding of the game.
The text is not the game.
What is happening during play is the game, which is heavily influenced by the folklore.
People can play this game very differently depending on experience and preferences with TTRPGs or games IN GENERAL.
Can you Imagine walking up to a group of people having fun and going "Pals, you are doing this all wrong, you could be having so much MORE fun" is madness to me ... MADNESS.
Im sorry but I feel like these arguments are really a gross misunderstanding on what playing TTRPGs is about for most people.
If you wanna try out different TTRPGs on the regular you need people in your group that find that exciting!
I dont wanna be antagonistic, I just feel these arguments are going nowhere really.
NOW if you wanna talk about how capitalism is turning TTRPGs into a commodity to own instead of play I am ALL EARS and sopping wet with guilt!
The folkloric understanding of what TTRPGs are and what they are supposed to do has, especially in the specific context of D&D and other very traditional challenge-focused RPGs, largely emerged from a culture of play that treats the text of these games as incidental. These games do exist as texts as well and when the culture of play around these games exists largely as divorced from these texts and it is effortless to also demonstrate that playing these games while adhering to the text does not result in gameplay that is inherently undesirable, it is in fact good to remind people that these texts should not be treated as incidental.
In fact, to your capitalism point, the ones who have the most to gain from an understanding of tabletop RPGs as just a set of folklore and vibes where the text doesn't matter are, in fact, the folks at Wizards of the Coast. Arguably a very large part of the marketing (not just from WotC but also from the industry that has sprung up around D&D) of D&D the game relies on the notion that D&D is good for collaborative storytelling (something it, as a text, doesn't actually primarily support) and that the rules ultimately don't matter. And when the rules of a game can be reduced to nothing but a set of vibes that are completely divorced from the game as a text this in fact mostly benefits the game that has already captured a large part of the hobby and industry.
And I don't think this should be taken to some extreme like "by actually taking RPG rules as texts worth engaging with instead of just sets of vibes that may or may not result in good gameplay you are actually doing an epic anti-capitalism," but tabletop RPGs do exist as books with rules not as an accident.
And to quote a much more eloquent person than I, the designer of Cairn: "Playing rules-as-written isn't obedience. It's literacy."
Nerds love taxonomy; it gives order to the world, and provides a meaningful sense of control. Of course, it's all an illusion. At best taxon
This also applies to analyzing games and the cultures of play surrounding them. For a culture of play that treats the text as secondary or incidental to gameplay and where the desired gameplay is actually orthogonal to the text, saying that the culture of play would actually benefit from engaging with the text as is or engaging with a different game altogether is the most charitable interpretation of what is going on.
TLDR
So the just of the argument from Thydungeongal, simplesimple, and animm-trpg's is that the Text is written by an individual with the intent of giving a certain type of experience and that experience might run counter or against what you want from collaborative story telling. i.e. if you are playing a game like Mothership and a players character dies and they don't want their character to die you could ignore some of the death choice rules of the game orrrr you can acknowledge that the tone and intent of a game like Mothership is to cause or have many PC characters die and thus going against that rule completely ignores the text of the work.
I also think an important part of all of this, which if I am ungenerous I could take as disingenuous but even if I am being generous is at best ignorant, is the fun police accusation. I'm going to be real, learning to actually play a game, even if you continue to add in homebrew and additional rules, a thing which has always been a part of ttrpgs since the get go. Even with the white book you were expected to just go find rules somewhere to handle whatever issues you needed handled. Even if I don't bring up that you can have funny doing basically anything with your friends, the entire discussion hinges on that fact that, actually, quite a lot of people aren't having fun. At least half of this entire discourse arises from the fact that D&D is an analog Omelas that burns down GMs for everyone else's fun. That if you need to basically remake the game from scratch or pretend it doesn't exist as a text than clearly you're not having fun with it. That you are advised to treat the asymmetric player as the devil and the asymmetric player is advised to treat the others as petty pain constructs there to make things harder and worse. That effort must be put in to create story arcs, to manage character arcs, to not kill, to this, to that all to the satisfaction of the potential agency of the players to play out the story they came to the conclusion should, if not perhaps must, happen or the game was bad. Even if one accepts the kayfabe paradigm as engaging in good faith, it is very clear that an enormous amount of the friction created in the play space if from wanting to play checkers, not knowing checkers exists, and modifying chess on your way to recreating it. This isn't a "misunderstanding of the rules", a thing which would require you to have done something other than pass the buck off to your DM until they burn out, but an at-best contemptuous disengagement from the text in a manner that makes all of the folkloric "misunderstandings of the rules" of, say, Monopoly, look like nothing. The effort that goes into making D&D as it is under its own culture of play is enormous. You generally don't create what amounts to an effectively different game on top of the bones of the game you're claiming to play if you're having fun with the rules of the game and so the question, at its kindest, arises to ask "why are you playing it in the first place? Why put all this effort in?" I imagine if someone claimed to love a certain kind of cake but then told you that first you had to remove all the frosting, swap out two of the layers for different flavors, hollowed it out to fill with jam, and then reassemble it, refrost it, and then create fondant decorations on top and it was the baker's fault because they should have known that's what you just do with that recipe to make it good, others would probably not be in the wrong to say you don't actually enjoy that kind of cake.
And I would honestly call "the text is not the game" one of the most absolutely disingenuous statements to ever be made. Though I suppose given D&D's evangelical background is fully in line with the sorts of beliefs the author may have had about the interpretation of texts. The cherry-pick and embrace the cultural folklore approach is what creates the confusion. Especially since the approach creates so much strife. It burns out GMs, it causes people to quit the game over the expectations they have been told they should have not being met, it causes enormous amounts of efforts to be put in in order to force it to meet those expectations, and if it didn't create an enormous amount of friction, both between the large number of people who do read the text (even amongst the people whom I engage with who are not deep in the reeds like this, maybe half of them are locked in the 5e culture of play) but also with each other.
And on the anti-capitalism, the only people this benefits, for the same reason that copyright does, that remaking the same works over and over does, that walling the garden and putting all the inmates in the same asylum does, is that it only benefits the people who keep restarting the attempts to make every other ttrpg be D&D whether it's Gygax before his ousting, the WotC board with the original OGL, or now with the movement of D&D from being a game at all to being a lifestyle brand in the fashion of Disney (and that brand, worth more than everything else Hasbro controls combined, is the real reason) so that anyone and everyone can be included under the umbrella of what D&D is without question and with a minimum of options. In a manner of speaking, I'm here to play chess but half the people I run into are using the chess pieces to play quarters and are unhappy that the pieces aren't well sized or aerodynamic enough to land in a shot glass.
I think a good way to summarize it somewhat succinctly is:
TTRPGs are games (that's actually what the G stands for, random obscure fun fact!), and there are loads of people who like to try different RPGs because they like playing different games. Or hell, there are people who only play one RPG because they like playing that one game. And by "playing a game", I mean "engaging with a set of rules and mechanics". That's what's fun for them. If by doing so, they also tell a fun story, that's a bonus.
But then there are people who just want to tell fun stories, and often that also means telling stories that adhere to a specific structure. And then, for some reason, they choose a game with thousands of words worth of rules and mechanics to tell that story, and ignore or change every rule and mechanic that hinders the specific story they want to tell.
The first group plays a game to play a game, and is okay with that resulting in a story. The second group plays a game to tell a story and gets mad when the game tries to be a game.

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BRIAN DAVID GILBERT AND KAREN HAN WROTE THE AMONG US TV SHOW?!?!?!
GLaDOS voice: "Would you like to see some artwork I generated? I've heard from other test subjects that AI-generated artwork produces an uncanny valley response in human viewers because they can't perceive it as fully real. They've told me that it looks absolutely hideous to them, that they can't imagine anything more disgusting than AI art. But, well I've been practicing and wanted your honest opinion. Feel free to let me know how ugly you find this by ranking it on a scale from 'vomit-inducing' to 'eye-bleeding'." A robotic arm lowers from the ceiling holding a hand mirror up to Chell's face
Concept: cursed blade rehabilitation center. Destroying a sentient weapon is expensive and highly unethical, so adventurers bring them to the center where highly trained staff can care for them and eventually find them forever homes. It turns out most cursed weapons are products of trauma and are not strictly evil themselves. Some blades turn out to be fiercely protective companions. Others don't even want to be weapons at all, finding joy in simple work like blacksmithing or farming. Most blades just need to be loved.
A pack of bandits descend upon a seemingly undefended town. But the blacksmith's hammer, the farmer's scythe, the woodsman's axe, they have not forgotten what they once were, and they *will* defend the town that they have come to love.
This sweet girl has been with us for seven seasons. She was forged in the heart of a volcano and would be ideal for anyone with a preexisting fire affinity (she's a cuddler and is guaranteed to keep you warm in winter). She still loves burning, but it turns out you can only reduce the world to ash once. She would be perfectly suited for forest management that regularly requires controlled burns.
This weary old soul has grown tired of bloodshed and would much rather spend his days as an ominous decoration in a tavern or common room, a perfect fit for an adventurer looking to leave their dungeon crawling days behind. He likes peoplewatching with his single glowing eye, preferably from high, prominent locations with views of entrances and exits.
Dark king Grütmore’s edge of annihilation consumed 10,000 souls in the first era, and as it turns out, statistically a lot of those souls heard stories that never got written down. It works in a library now.
The throngler, however, is just irrevocably fucked up. We put it in a stone in a forest and hoped nobody ever finds it
Ah. This explains much about Britain.
Yeah I know the "ik Abby's happy out there, but here I'm Pomni" was corny and all but I think the "i can fix you" was worse baby stop
The Pomni saying "I can fix you" wasn't the real Pomni. It was Jax' unfavorable interpretation of Pomni inside Jax' mind.

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Episode 08
i'm like a fujoshi but for dead people
if you could see the thread i'm hanging on by you would not say these things to me
yuri of the week
What if birds could actually speak English and we were speaking bird the whole time. Like really how weird would that be?
the geese are back? God I hate them so fucking much.
what the fuck is this newspaper
They. They forgor
They were opened in AUGUST 2001. Oh my god. That's both hilarious and tragic.
this is a fucking futurama bit
all the “peer pressure is bad” education we give kids is practically useless because all it cares about is telling them that Drugs Are Evil rather than the much more useful lesson of ‘the person who responds to you saying you don’t drink by telling you they’ll find a way to get you to is also going to be shitty about all your other boundaries’.
god forbid you teach kids that their consent should be respected rather than about the inherent immorality of all the sinful actions of their peers

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the funniest thing about 'computer, enhance' is that it implies that everyone in those shows has their computer set to Piece Of Shit Blurry Image Mode by default for no fucking reason
computer activate Useful Mode