09-12-2026, 04:28 PM
(09-12-2026, 09:41 AM)Randalf the Gray Wrote: Again, this doesn't necessarily apply in all cases. A GM-less game played from a prewritten module using oracles to address unknown variables, as many solo games are played, would provide no power to define the world itself.
I don't think the definition draws a distinction between the player characters and rest of the game world when saying "define the world". When I say that "my character gives the elf a thumbs up", that's me making a claim as to the state of the world--and that's something I'm still completely capable of within a GM-less game.
The hierarchy here in question is that the player in a solo game can't dictate the state of the world outside their character or the results of their character actions except by consulting oracles--it's a hierarchy of power between player, dice, book instead of one between human players, but I think that still works.
The power-as-conscious-intent thing is interesting. Is unconsciously wielded power still power?
(09-12-2026, 09:41 AM)Randalf the Gray Wrote: The GM role is further explored in the "optional or additional" rules later in the paper, but since these three Rules are supposed to be applicable to "all role-playing in general" I feel they must bear the burden of that claim in all cases, which they clearly do not.
I actually think that under this book's framework, a lot of what a GM does is not roleplaying. Hell, a lot of what players do in a roleplaying game is not roleplaying--as I said in the episode, in almost every game there's also both collaborative storytelling (even if just in the form of picking your character's name and gimmick) and board-gaming (fussing with the mechanical backend). I think the claim is that roleplaying games are ones orienting around players roleplaying, not that they're games in which the only action taken is roleplaying.

