I've never been a theory hound. In Forge Terminology 101, I always get a C+. But lately I've been investigating what's called simulationist play, and I ran across this great quotation in
Ron Edwards' essay on simulation:
Another derivation of the Purist for System approach brings the Setting creation process directly into play itself. The System-driven elements of the Setting are as "active" as any particular character might be, during play as well as during preparation. Basically, the setting is played, even created, as a part of regular play.
Boink! I just realized that the original Traveller, or at least one way to play it, represents an example of this approach. Star system and planet creation are written right into the process of play, such that adventures and missions become not only a means of enjoying and improving characters, but also a means of enjoying and basically mapping the game-space.
That's a wonderful summary of what I was thinking behind How to Host a Dungeon. It's a sorely neglected kind of play, IMHO, at best relegated to a "preparation phase" before the "serious play" starts, at worst ignored.
Labels: how to host a dungeon, theory