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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Implementing Premise  (Read 2399 times)
Ron Edwards
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« Reply #15 on: September 13, 2001, 01:24:00 PM »

Mike,

"... but then the stated premise doesn't need to have moral terminology in it, just have potentially moral implications. Do I have that right, or no?"

Right as rain. Which, for some reason entirely beyond me, means, "Yes, you are correct."

And then, of course, entering into a Narrativist context for role-playing simply means being committed to developing those implications, via story-making, into a Theme.

One certainly doesn't HAVE to do this. That's what those other G and S things are for.

Best,
Ron
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Mike Holmes
Acts of Evil Playtesters
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Posts: 10459


« Reply #16 on: September 14, 2001, 08:23:00 AM »

The only problem with this response is that almost anything cold potentially return a value based response. The premise could be "Stone" and players will be able to jump all over whatever moral implications they might be able to create through play (that's my stone, give it back!)

So could we say that anything can be a premise, but to be a good one it has to have an fecund ability to, or propensity for, causing these sorts of responses?

Just to be crystal clear.

Mike Holmes
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