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<blockquote data-quote="Hriston" data-source="post: 7281638" data-attributes="member: 6787503"><p>I don't think it's too surprising. By pitting story/"role-play" against mechanics/"game-play", the scale equates players who don't care about creating a story and players who like to engage with the mechanics with people who are not even role-playing. Since we're talking about a role-playing game, the transcript of which is very likely to result in a story whether one wishes it to or not, I doubt very many are going to want to self report as not role-playing because, to me at least, that would suggest they aren't playing the game right. You've made it clear that your intent is not to judge, but I think the idea of a scale like this is inherently judgmental, especially when "role-play" is on one end of the scale.</p><p></p><p></p><p></p><p>I can think of no better terms than those formulated by Ron Edwards in the early years of the last decade at indie-rpgs.com for the different priorities, or creative agendas, that different players bring to the table. They are Gamism, Narrativism, and Simulationism. "Story" on your scale seems to correspond to Narrativism, but Narrativism doesn't necessarily involve a lack of interest in mechanics. I really see no reason to put the two factors you've identified on a scale together, actually. I think it would be better expressed as two questions: "How much do you care about Story?" and "How much do you care about the mechanics?" </p><p></p><p></p><p></p><p>I think what you're missing here, which is an impression I have from previous interactions with and reading the posts of @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775031" target="_blank">Saelorn</a></u></strong></em>, is that this particular poster has unabashed, hardcore Simulationist priorities. (@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775031" target="_blank">Saelorn</a></u></strong></em>, please correct me if I'm wrong here.) By asking only about Story, which is anathema to Simulationist goals, and mechanics, which are good if they support those goals and bad if they don't, you aren't really asking anything relevant to that creative agenda.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7281638, member: 6787503"] I don't think it's too surprising. By pitting story/"role-play" against mechanics/"game-play", the scale equates players who don't care about creating a story and players who like to engage with the mechanics with people who are not even role-playing. Since we're talking about a role-playing game, the transcript of which is very likely to result in a story whether one wishes it to or not, I doubt very many are going to want to self report as not role-playing because, to me at least, that would suggest they aren't playing the game right. You've made it clear that your intent is not to judge, but I think the idea of a scale like this is inherently judgmental, especially when "role-play" is on one end of the scale. I can think of no better terms than those formulated by Ron Edwards in the early years of the last decade at indie-rpgs.com for the different priorities, or creative agendas, that different players bring to the table. They are Gamism, Narrativism, and Simulationism. "Story" on your scale seems to correspond to Narrativism, but Narrativism doesn't necessarily involve a lack of interest in mechanics. I really see no reason to put the two factors you've identified on a scale together, actually. I think it would be better expressed as two questions: "How much do you care about Story?" and "How much do you care about the mechanics?" I think what you're missing here, which is an impression I have from previous interactions with and reading the posts of @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775031"]Saelorn[/URL][/U][/B][/I], is that this particular poster has unabashed, hardcore Simulationist priorities. (@[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775031"]Saelorn[/URL][/U][/B][/I], please correct me if I'm wrong here.) By asking only about Story, which is anathema to Simulationist goals, and mechanics, which are good if they support those goals and bad if they don't, you aren't really asking anything relevant to that creative agenda. [/QUOTE]
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