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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="TrippyHippy" data-source="post: 6349814" data-attributes="member: 27252"><p>The trouble with this argument is that the games he highlighted as ‘Narrativist’ games in his original essay, including his own Sorcerer RPG, were just as GM controlled as Pendragon or other ‘Sim’ or ‘Gamist’ games he cited. I do recognise a clear structural difference in games like My Life With Master or Fiasco or Baron Munchhausen, but what I read from Ron Edward’s selection was a preference for rules-light games spiced with a bit of gaming bigotry. This came to a controversial head, of course, in his later essay which asserted that the ‘incoherence' of Vampire: The Masquerade rules <em>literally</em> caused brain damage. </p><p></p><p>Moreover, I just don’t think he spent enough time looking at gaming innovation outside his own bubble of self aggrandisement. 1980s comedy games like Paranoia, Toon and Ghostbusters all had aspects in their mechanics that would now be called ’narrative’ in design. In Ghostbusters, for example, you had a pool of points that allowed players to influence plot, Toon had narrative hooks and motivations and Paranoia an almost ritualistic approach to scenario design. The ‘revolution’ in game design had happened a long time before The Forge started. All Ron Edwards and co did was to stick labels on it. Which didn’t work.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6349814, member: 27252"] The trouble with this argument is that the games he highlighted as ‘Narrativist’ games in his original essay, including his own Sorcerer RPG, were just as GM controlled as Pendragon or other ‘Sim’ or ‘Gamist’ games he cited. I do recognise a clear structural difference in games like My Life With Master or Fiasco or Baron Munchhausen, but what I read from Ron Edward’s selection was a preference for rules-light games spiced with a bit of gaming bigotry. This came to a controversial head, of course, in his later essay which asserted that the ‘incoherence' of Vampire: The Masquerade rules [I]literally[/I] caused brain damage. Moreover, I just don’t think he spent enough time looking at gaming innovation outside his own bubble of self aggrandisement. 1980s comedy games like Paranoia, Toon and Ghostbusters all had aspects in their mechanics that would now be called ’narrative’ in design. In Ghostbusters, for example, you had a pool of points that allowed players to influence plot, Toon had narrative hooks and motivations and Paranoia an almost ritualistic approach to scenario design. The ‘revolution’ in game design had happened a long time before The Forge started. All Ron Edwards and co did was to stick labels on it. Which didn’t work. [/QUOTE]
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