Roll-Playing Versus Roleplaying

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Callan S.:
I've heard an account of someone thinking a certain unit in starcraft was just coooool, so he made tons of them. Essentially random activity. Then another player turns up with units weak to them and as the accounts go, the first players units breathed on them and they vaporised! Won the game! Sometimes by sheer ballsy luck, random wins.

People can win without playing to win (lucky bastards). It's not a requirement.

Indeed I've heard of someone losing a duel in wow and calling the winning player crap, because he did 'all the wrong moves'. Sometimes people become so wrapped up in their expectations, their expectations are more important to them than who won or who lost.

masqueradeball:
but its not a question of winning or losing, its about the definition of the activity. you can bet like an idiot and win poker because you've got good hands, but the meat of the game lies in the betting and the bluffing, in guessing what the opponents thinking, its where the fun is for (some/most) people who play. The fun in chess, why most people would want to play, is because its cerebral and strategic... People go to these activities because they provide a certain type of enjoyment/engagement that is associated with them, and facilitated by them, but not 100% in forced by them (all though, in the long run, one type of play will be more successful than others). Doing something else when playing them, without the consent (on some level of the other player(s)) is thoughtless at best and shitty at worst. 

Callan S.:
Nolan, your treating your definition as if it's the default. Dave Sirlin has the nickname 'low strong' because in street fighter, he'd often use it with a particular character (when he estimates it'll score him a win) the low strong attack over and over (18 times in a row on one count). Isn't street fighter about all sorts of moves? Doesn't that make thoughtless or at worst, shitty? If he uses throws, doesn't that make him 'cheap'? It's worth reading the essay on the scrub in terms of this. (personal side note: not that I endorce Sirlin as a forum moderator - he's a little immature for that)

The only pivotal thing I think exists is this: If they win, are you going to congrats them or say good game? Even if you think they used some other defintion?

Your defintion isn't just play to win, it's meet your expectations or your thoughtless. Alot of other people would congratulate the other person, even if they are a clueless lucky bastard. They still won. There are alot of people who follow this second definition of congratulating, regardless. Those are the people who find what I described, fun. We could go on and on, but I think you'll find those people exist and in high numbers (though I suspect in low numbers in the roleplaying community...but that's just a side suspicion).

All moves are equal is entirely functional (particularly given a game that mechanically shifts itself to it's own end (as opposed to one waiting on 'fictional cues' to move towards the end)). I suspect for Nar as well, if it's actually designed that way too. I dunno about sim, so if you wanna argue I'm wrong there you've got plenty of room from me to do so.

Ron Edwards:
For this thread to continue, Nick needs to bring it around to relate to his thread topic and general hopes for the discussion. Otherwise it ends here.

I am not saying the discussion in the last page and a half has been poor. I am saying that it's time for people to take it to daughter threads with Actual Play starting-points of their own.

Moderator hat definitely on.

Best, Ron

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