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Mike Mearls's avatar

If we think about "you can try anything" as a rule, then we can consider other designs in relation to that concept. Do they come before or after it?

Example: The GM describes a button-covered console in an alien spaceship. Does the player ask for a description of the buttons and puzzle out which one to push to activate the life support system, or do they make an Alien Tech check to see if they get it right?

The first case places Rule One first. The player navigates the fictional reality to act. The second one places it after. The player uses a different rule - the skill system - to determine how their character interacts with the fictional reality.

I think that's probably the most basic function of rules in TTRPGs. Do they come before or after the try anything concept?

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Kotzsu's avatar

Phenomenologists (philosophers who investigate the nature of subjective, conscious experience) talk about the “horizon of understanding” which are the implicit structures, assumptions, and background stuff that make experience and thought possible, but which we do not notice or actively consider.

Heidegger holds that we live in a world that is full of interpretations we make without reflection or awareness, before we ever make a conscious interpretation of the world.

See also: Foucault's epistemes and "unthought-of" and Kuhn's paradigms.

Also: Hell yeah, glad to follow you on Substack too, brother.

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