Philosophical Musings: A Forum Game

m7600

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Here's the game. I'll post a list of statements, and you tell me if they're true or false, and why:

1) "There is a first-person point of view behind your own eyes, and there is a first-person point of view behind my own eyes."

2) "Legal pragmatism (however it may be defined) is a coherent system of beliefs, or at least one in which the contradictions are minimal when compared to other systems of beliefs."

3) "It is physically possible for a person to imagine that there is no difference between reality and philosophy."

4) "Human laws and natural laws are both objective, even though the former are artificial while the latter are not."

Depending on what you answer (True or False, and Why) in these four cases, I'll tell you what I think about you. That's the game for this thread.
 

JustKneller

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1) Sure. Perspective is relative and we're all in first person from our own point of view. Then it again we're all in second/third person from someone else's point of view so I guess it's true with an asterisk.

2) I suppose it's true since you added a "however it may be defined". As such, it can mean that.

3) I'm not sure. Is imagination a physical act?

4) False. Human laws are very subjective and contextual, largely because humans are very subjective and contextual. I'm not sure about natural laws since the laws themselves are human construct and nature is just doing its thing regardless of how we label it.
 

m7600

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I'll bite

1) True
2) Why
3) True
4) False (human laws), True (natural laws)
1. You think that non-illustrators would have a better understanding and appreciation of visual perspective if they just grabbed a damn pencil and made some drawings with perspective.

2. You don't understand the rules of this game. Or even worse: you're what's known in tabletop D&D as a "rules lawyer".

3. Of course. Some people are crazy. They might have delusions, they might have hallucinations, maybe they're paranoid, maybe they're stupid, etc. You know all of this because you like scientific psychology.

4. You believe in good common sense.
 

m7600

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1) Sure. Perspective is relative and we're all in first person from our own point of view. Then it again we're all in second/third person from someone else's point of view so I guess it's true with an asterisk.

2) I suppose it's true since you added a "however it may be defined". As such, it can mean that.

3) I'm not sure. Is imagination a physical act?

4) False. Human laws are very subjective and contextual, largely because humans are very subjective and contextual. I'm not sure about natural laws since the laws themselves are human construct and nature is just doing its thing regardless of how we label it.
1. You're slick. I don't need to explain to you what I mean by that, cowboy.

2. I see you like poetry. And by that I mean, Walt Whitman.

3. Why would it be, if yes? Why would it not be, if no? Self-explanatory.

4. You're a naturalist. You believe that nature is different from culture, but ultimately you think that nature is more important in some sense.
 

JustKneller

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3) Physically possible if imagination is a physical act because then your brain chemistry can fire off in a way that doesn't distinguish from reality and philosophy. If imagination is not physical, then it's not "physically" possible, but possible in other ways.

Edit: Also, you're spot on with #1 and #4, but I don't really like poetry. I kinda just don't get it, to be honest. What do I get for #3?
 

m7600

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3) Physically possible if imagination is a physical act because then your brain chemistry can fire off in a way that doesn't distinguish from reality and philosophy. If imagination is not physical, then it's not "physically" possible, but possible in other ways.
Right, but you're not answering the initial query. What do you think about it? You already said that the original statement is true, but then you didn't explain why. Can someone's brain chemistry really fire off like that? Yes or no?

Edit: Also, you're spot on with #1 and #4, but I don't really like poetry. I kinda just don't get it, to be honest.
Yeah I know, I was teasing you with the poetry thing. I was being ironic.
What do I get for #3?
Hmmm... Same as @O_Bruce got in one of his answers, I'll just copy and paste what I wrote: "2. You don't understand the rules of this game. Or even worse: you're what's known in tabletop D&D as a "rules lawyer"."
 

JustKneller

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Right, but you're not answering the initial query. What do you think about it? You already said that the original statement is true, but then you didn't explain why. Can someone's brain chemistry really fire off like that? Yes or no?
I'm really not sure. My neurochemistry lore is pretty low. :p But, I'm not sure I could answer it unless we can define the relationship between philosophy and reality, and that's a real can of worms.

Hmmm... Same as @O_Bruce got in one of his answers, I'll just copy and paste what I wrote: "2. You don't understand the rules of this game. Or even worse: you're what's known in tabletop D&D as a "rules lawyer"."
Not far off there. In my early days of ttrpgs, when I was playing pretty much just D&D, I definitely had that streak in me. I eventually got past it and learned to go with the flow of the game without nitpicking on the rules, but yeah, I totally used to be a rules lawyer.

Pretty solid assessments here. :)
 

m7600

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I'm not sure I could answer it unless we can define the relationship between philosophy and reality, and that's a real can of worms.
Not when you compare it to the relationship between Charisma and magic in the context of Dungeons & Dragons and/or Pathfinder. Dude, I'm dying on this hill, I already told you. 😂
Not far off there. In my early days of ttrpgs, when I was playing pretty much just D&D, I definitely had that streak in me.
Lucky you. You were (are?) smarter than me. I didn't even play with dice at first, the mechanics we decided on was just good common sense. And a lot of improvisation. It's really difficult to play the game that way, but it's possible. It wears you down, though. At some point, just for the sake of mental comfortability, you need to delegate some tasks to the Random Number Generator, i.e. some dice.

I eventually got past it and learned to go with the flow of the game without nitpicking on the rules
Mental comfortability, dude. The way you were playing is way too taxing on the mind. You needed some mental comfortability, that's why you started to play it like that, IMHO. I could be wrong, though.

I totally used to be a rules lawyer.
My theory is that being a rules lawyer is a role that the players assume, not that entirely different from playing a character. I could be wrong, though.
 

JustKneller

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Lucky you. You were (are?) smarter than me. I didn't even play with dice at first, the mechanics we decided on was just good common sense. And a lot of improvisation. It's really difficult to play the game that way, but it's possible. It wears you down, though. At some point, just for the sake of mental comfortability, you need to delegate some tasks to the Random Number Generator, i.e. some dice.
This is something I'm thinking about constantly when I'm homebrewing games. There's an element to this kind of play which boils down to people just sitting around playing make-believe. The rules provide some kind of objective game element to it. Compare a traditional roleplaying game to a story-engine type thing like Fiasco. I've enjoyed Fiasco and the collective storytelling, but it never felt like I was playing a "game". Something like D&D has that potential.

But, I think this is also a catch-22. The more you codify choices, the more you restrict creativity. Not only that, but how much of a "game" are you really playing when the consequences of your choices are predominantly the function of RNG? And, for a game like D&D, where is the "game" happening if you don't do something combat-oriented. And so on. This is a rabbit hole I often find myself going down and getting nowhere.

Not when you compare it to the relationship between Charisma and magic in the context of Dungeons & Dragons and/or Pathfinder. Dude, I'm dying on this hill, I already told you.
I'm not seeing what one has to do with the other. But, I do agree with you on the Charisma thing. It's implemented poorly in D&D/Pathfinder. :)
 

m7600

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where is the "game" happening if you don't do something combat-oriented.
When you roleplay, IMHO. You don't need to be a professional actor, but you kind of have to do amateur or semi-pro acting when you roleplay. At least that's the way I see it. And you need dice in that situation. For example, suppose that my character is trying to get discounts at the shop. I try to be persuasive. The DM asks me to roll a Charisma check. Depending on the result, one of the following happens: 1) I get a discount (negotiation succeeded), 2) I don't get a discount (negotiation failed), 3) the price actually increased (the negotiation went sour), 4) I'm asked to leave the shop (negotiation went really sour), or 5) Roll Initiative (negotiation has ended, we're entering combat now).

I'm not seeing what one has to do with the other.
I mean that it's far more difficult to define what is the relationship between Charisma and magic in RPGs than to define what is the relation between philosophy and reality. That's all.
 

JustKneller

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Depending on the result, one of the following happens:
I think that's the secret potential "game" of RPGs that is often underutilized. That is, at its core, it's a resource management worker placement game. The story is the story and can be pretty arbitrary, but the "objective stuff" needs to be managed more systematically and one needs to figure out if the reward is worth the risk.

I mean that it's far more difficult to define what is the relationship between Charisma and magic in RPGs than to define what is the relation between philosophy and reality. That's all.
I suppose the simple answer is that magic is magic and anything can be the thing that makes it happen. As far as Charisma goes, I'm betting that the creation of Middle Earth was one hell of a Charisma check for Eru Ilúvatar, who basically sang everything into existence.

And, like I said, D&D definitely fucked this up, but it's definitely possible to get it right.
 

m7600

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That is, at its core, it's a resource management worker placement game.
What do you mean? That sounds so cryptic to me. Can you explain?
The story is the story and can be pretty arbitrary, but the "objective stuff" needs to be managed more systematically and one needs to figure out if the reward is worth the risk.
A very philosophical comment, extremely Hegelian. I don't know if I'd use the term "objective stuff", though. What do you mean by that? BTW I'm not a Hegelian.

I suppose the simple answer is that magic is magic and anything can be the thing that makes it happen.
And that's why we, hardcore Fantasy people, have been losing readers, fans and customers to the Science Fiction genre, and to a lesser extent, the Horror genre (and Romance Novels, Detective Stories, etc.). It's the hard magic vs soft magic debate, IMHO.

s far as Charisma goes, I'm betting that the creation of Middle Earth was one hell of a Charisma check for Eru Ilúvatar
No, because I would argue that he invented Charisma. He's like Lord Ao in the Forgotten Realms, or The Lady of Pain in Sigil. Like them, he's an Overgod. So, in his case, he can do almost anything. So you would have to argue, -this is just me thinking-, that sorcerers and bards get their charismatic magic from Lord Ao himself, or, in the case of Sigil, from the Lady of Pain.

who basically sang everything into existence.
Yeah, he was Bardcore through and through, that's what I like about him.
 

O_Bruce

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1. You think that non-illustrators would have a better understanding and appreciation of visual perspective if they just grabbed a damn pencil and made some drawings with perspective.

2. You don't understand the rules of this game. Or even worse: you're what's known in tabletop D&D as a "rules lawyer".

3. Of course. Some people are crazy. They might have delusions, they might have hallucinations, maybe they're paranoid, maybe they're stupid, etc. You know all of this because you like scientific psychology.

4. You believe in good common sense.
I just realized that I misread your first post and therefore I haven't participated properly. Hah!
 

JustKneller

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What do you mean? That sounds so cryptic to me. Can you explain?
Right, so let's separate the roleplaying from the game. If you're playing D&D, you could be in the Demiplane of Dread, Sigil, Faerun, what have you. You might be a bulky fighter, a frail wizard, a clever thief, and so on. This is all just the wrapper. At the core you have the mechanics that manage the objective consequences of player choice. With D&D, most of that is in combat. However, the thing is that there's a statistical expectation that players will generally win at combat. Especially if you use the challenge rating system of WotC's D&D, it functions like a reverse casino model. In other words, casinos have a slight house advantage on almost all games to slowly bleed people dry. Makes sense as if it feels like you're just throwing all your money away quickly, then almost nobody would gamble. But, if you have little peaks and dips and seem to be constantly on the edge of a big win, you're more likely to keep going for it. D&D is the same way, except it's a player advantage instead of a house advantage. Overall, the odds are in your favor, but you'll have little dips once in a while to give the illusion that you actually are in a dangerous situation and could lose big. Obviously, characters do die in D&D, but even death is a minor setback in a world with raise dead spells.

If the system is going to work out in your favor on a long enough time frame, then it's basically just an idle game where you progress to "ultimate power". There's no win-lose element because you really can't lose (unless the GM blocks you from some of the resources that can keep you going). So the game is not about whether or not you will "win" (however you define it). Instead, it's about what it's going to cost you to get that win and what resources you still have at the end of it.

Of course, this is just referring to the game side of it. I'm not saying the roleplay side is not important. If it wasn't, we would all just play chess. However, I would suggest that the game side of it should be at the forefront for a designer because no matter how compelling or evocative one's world is, if the game of it is crap, then a good world won't save it. I've seen cases where people like a setting, but hate the system, so they just drop the system and move the setting into a better system.

A very philosophical comment, extremely Hegelian. I don't know if I'd use the term "objective stuff", though. What do you mean by that? BTW I'm not a Hegelian.
That's an interesting comment. I never considered that. I've never been a big fan of Hegel or Marx (I always felt Marx's economic theory was incomplete) and have always considered myself more of a Weberian.

The objective stuff is just the game of it all. I'm kind of an underdog power gamer with some games. I played a character once in 3e D&D. It was a halfling druid with a riding dog animal companion. I had a whole backstory and motivation for the character to substantiate it (the roleplay side), but as far as the build (game) went, I focused on mounted combat and combat casting feats. The thing was that mounted combat in D&D can be awkward as hell on a horse, what with it being a large creature. However, a riding dog is medium, like a regular character, and it can maneuver and fit anywhere a regular character can. He was able to toss a javelin at the start of combat while the real fighters rushed in to form the line. Then he could follow up with a hard hitting charge attack to get into the fray. The charge attack bonuses would get in a solid hit (and having a good first couple rounds really pays off in a fight). I took a character who had some notable weaknesses with the combat game (halflings with their small weapons and druids with their middle of the road combat) and found a way to make him solid through my understanding of the rules.

But, in retrospect, I question if those choices were even meaningful. I think that, with all my analysis, all I really accomplished was slightly lowering the resource toll that came with our heroic destiny. Like, let's simplify the combat game a little down to it's essential components. So, instead of rolling for initiative, then attack, then damage, then repeating until someone wins the hit point attrition game, you simplify the equation. If the mini-game is just a roll off anyway, you do a single roll where you describe your approach and make a check of the relevant ability that lets you know what that approach cost you for success (and it can potentially cost you your life). There's nothing meaningful to choose here. Like, if you're a fighter with cleave and a massive two-handed sword, you could say that you're going to attempt a diplomacy check against the mindless horde of zombies to convince them to piss off. But, it's practically a foregone conclusion that you're going to do the smart thing, draw your sword, and get to swinging. There isn't really a choice or strategy when the optimal choice is obvious.

So, back to my druid example, I knew I wasn't making the "right" choice with that character. There are surely better ways to build a druid. However, I took a "bad" choice and made it "good enough". The "game" stopped when the character was created. At the table, it was just roleplay and seeing the build I whipped up delivering as statistically promised. And that's kind of the thing that irks me. When I'm actually playing the game, I'm not really playing a "game". But, I digress.

And that's why we, hardcore Fantasy people, have been losing readers, fans and customers to the Science Fiction genre, and to a lesser extent, the Horror genre (and Romance Novels, Detective Stories, etc.). It's the hard magic vs soft magic debate, IMHO.

I think it's only part of it. I think some designers get lazy with their magic design in fantasy and so it makes magic (and likely the setting at large) some bullshit contrived thing meant to sell a particular narrative. It comes off as plastic and inorganic, which is not something you want in the fantasy genre. Genres like science fiction generally don't have the same luxury. When you have your bullshit futuristic science bits, they generally at least need to feel plausible. If fantasy designers considered the metaphysics more, they would land in a better place.

Additionally, I think fantasy suffers from the problem of power fantasy consumption. I can't tell you how many rpgers I've met who have the attitude that they don't want a setting or world with any real challenge. (Their words) Life sucks enough and they game to escape. It makes it difficult to push the envelope if the players are looking for a padded playground. Generally speaking, players in other genres know the risk when they took the job and signed up for it anyway.

So you would have to argue, -this is just me thinking-, that sorcerers and bards get their charismatic magic from Lord Ao himself, or, in the case of Sigil, from the Lady of Pain.

I'm not so sure about that. The nature of The Weave is pretty ambiguous and could very well be something independent of Ao. I also think the Lady of Pain is far too paradoxical to be considered a source of magic for spellcasters.

In case someone hasn't noticed, this game (Philosophical Musings: A Forum Game) is my Love Letter to the Planescape setting.
lol...yeah, I read between the lines on that one. Part of the reason I'm really diving into this is that one of my current creations is heavily inspired by Planescape (and Neverwhere, and possibly Inception) and this conversation is helping me process my ideas there. 😁
 

m7600

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Obviously, characters do die in D&D, but even death is a minor setback in a world with raise dead spells.
In Planescape: Torment, your Charname is The Nameless One, and he can't die. If you die in the game, you respawn. Mechanically, you have infinite lives. Now you tell me that's not good game design. Planescape: Torment is consistently ranked #1 cRPG all across the board. Hell, it's even my favorite video game.

If the system is going to work out in your favor on a long enough time frame, then it's basically just an idle game where you progress to "ultimate power". There's no win-lose element because you really can't lose (unless the GM blocks you from some of the resources that can keep you going). So the game is not about whether or not you will "win" (however you define it). Instead, it's about what it's going to cost you to get that win and what resources you still have at the end of it.
Again, I'll side with PS:T here. You progress by making the story progress. Again, tell me that's not a good roleplaying product line.

Of course, this is just referring to the game side of it. I'm not saying the roleplay side is not important. If it wasn't, we would all just play chess.
Or Planescape: Torment. Or, (dare I say), Philosophical Musings: A Forum Game, by m7600 et alia (2024), TavernRPG.com.

However, I would suggest that the game side of it should be at the forefront for a designer because no matter how compelling or evocative one's world is, if the game of it is crap, then a good world won't save it.
Well, you're playing it right now, aren't you? So you tell me, partner. 🤠

I've seen cases where people like a setting, but hate the system, so they just drop the system and move the setting into a better system.
Right, so instead of rolling an Insight Check, as a GM I'm telling you that you're free to claim the following: "Legal pragmatism (however it may be defined) is a coherent system of beliefs, or at least one in which the contradictions are minimal when compared to other systems of beliefs."

However, you will have to explain to me how that could be the case, when you have perfect systems, such as first-order logic, in which contradictions are false by definition. In other words, Legal pragmatism, however it may be defined, will never have minimal contradictions when compared to a perfect system (i.e., first-order logic).

That's an interesting comment. I never considered that. I've never been a big fan of Hegel or Marx (I always felt Marx's economic theory was incomplete) and have always considered myself more of a Weberian.
Sociology is one area in which I'm severely lacking. I just freestyle it in the sociology department. Luckily I don't do sociology, my interests are in ontology, epistemology, and ethics.

The thing was that mounted combat in D&D can be awkward as hell on a horse, what with it being a large creature.
Yeah, it's complicated. It's the same problem if you're riding on a giant scorpion, for example, and you want the scorpion to attack with its claws while you attack from the mount with your weapon.

However, a riding dog is medium, like a regular character, and it can maneuver and fit anywhere a regular character can. He was able to toss a javelin at the start of combat while the real fighters rushed in to form the line. Then he could follow up with a hard hitting charge attack to get into the fray. The charge attack bonuses would get in a solid hit (and having a good first couple rounds really pays off in a fight). I took a character who had some notable weaknesses with the combat game (halflings with their small weapons and druids with their middle of the road combat) and found a way to make him solid through my understanding of the rules.
Yeah, you turned it into a cavalry game. That's awesome. Even better if your character is a Cavalier. There was a kit for that in 2nd edition, wasn't there? Or was that a subclass in 3rd edition? I can't remember right now, and I'm too lazy to google it.

When I'm actually playing the game, I'm not really playing a "game".
I know what you mean. You feel like you're playing rigged chess. At leas that's how I would describe it.

I think it's only part of it. I think some designers get lazy with their magic design in fantasy and so it makes magic (and likely the setting at large) some bullshit contrived thing meant to sell a particular narrative. It comes off as plastic and inorganic, which is not something you want in the fantasy genre. Genres like science fiction generally don't have the same luxury. When you have your bullshit futuristic science bits, they generally at least need to feel plausible. If fantasy designers considered the metaphysics more, they would land in a better place.
Yeah they tried that with Planescape, and with Spelljammer before that, and with Dark Sun, and with everything else that made the TSR era so awesome and so nostalgic for people like you and me.

Additionally, I think fantasy suffers from the problem of power fantasy consumption. I can't tell you how many rpgers I've met who have the attitude that they don't want a setting or world with any real challenge. (Their words) Life sucks enough and they game to escape. It makes it difficult to push the envelope if the players are looking for a padded playground. Generally speaking, players in other genres know the risk when they took the job and signed up for it anyway.
Well, to misquote Tolkien: "Who hates escapists the most? Jailers". That's why D&D and other escapist literature is so popular in prisons, military barracks, universities, and even laboratories.

I'm not so sure about that. The nature of The Weave is pretty ambiguous and could very well be something independent of Ao. I also think the Lady of Pain is far too paradoxical to be considered a source of magic for spellcasters.
Yeah I agree with the last part. The Lady of Pain grants no spells. As for the former part, I'm not all that familiar with The Weave, but I think I can confidently say that Ao's influence extends only to the Prime Material Plane, and to Realmspace. In other words, he has no influence outside of Realmspace and outside the Prime Material Plane.

lol...yeah, I read between the lines on that one. Part of the reason I'm really diving into this is that one of my current creations is heavily inspired by Planescape (and Neverwhere, and possibly Inception) and this conversation is helping me process my ideas there. 😁
Hmmm... well you know you'll have to credit me, right? I already gave you the quote format, its this one: Philosophical Musings: A Forum Game, by m7600 et alia (2024), TavernRPG.com.

🍻
 

m7600

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BTW, this is technically the second game that I've GMed here at TavernRPG.com. The first one was this one:

 

m7600

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Now, why have I placed "Philosophical Musings: A Forum Game" in the site's General gaming and non-RPG discussion, and not in the Role Playing part of the site, like we did with the adventure involving the Treeants? Easy: Philosophical Musings is not a roleplaying game. It's a game, but we're not roleplaying. It's a philosophy game, we're doing philosophy (and we're also talking about a few other things). This, in my honest opinion, is the essence of the Planescape product line, hence the philosophical nature of my Love Letter to the Planescape setting.
 
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