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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="TrippyHippy" data-source="post: 6349928" data-attributes="member: 27252"><p>According to the Sorcerer text, a ‘Kicker’ is “an event or realisation that your character has experienced just before play begins” to acts as a catalyst. Whoop-ee-doodaa! It’s not as if RQ or Pendragon or Ars Magica ever laid out any provision of those things, is it!? Whether you choose to think the techniques are different to those provided in other games, they are not objectively so. To me, the notion of Troupe-style play used in Ars Magica is very much an explicit device for ‘distribution of authority’. It’s the issue that games like Ars Magica fail to get recognised for innovating half the ideas proposed by Ron and co. that tends to discredit their ideas themselves.</p><p></p><p><a href="http://www.indie-rpgs.com/articles/20/" target="_blank">All written after the publication of his Sorcerer game, of which none of these ‘innovations’ were acknowledged. In retrospect, he basically chooses older games he likes and relates their influence to his own preferred games alone. </a></p><p><a href="http://www.indie-rpgs.com/articles/20/" target="_blank"></a></p><p><a href="http://www.indie-rpgs.com/articles/20/" target="_blank"></a></p><p><a href="http://www.indie-rpgs.com/articles/20/" target="_blank"></a></p><p><a href="http://www.indie-rpgs.com/articles/20/" target="_blank">It didn’t work because his categories, which were essentially lifted from Jonathon Tweet’s Everway, but presented in more ‘authoritative’ fashion, fall down on so many exceptions to the rule. They also fall down, incidentally, on the simple grounds that they caused more tension and conflict in the gaming community than the collective worth of the games their movement spawned. How many of them are truly played with the same community levels of D&D or CoC or any other? How can people claim these games are less well designed than the ones they push? Indeed, any game designer who feels the need to make vain proclamations about how influential their game is, in the text of the game itself, is really just demonstrating how little influence they ever had at all.</a></p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6349928, member: 27252"] According to the Sorcerer text, a ‘Kicker’ is “an event or realisation that your character has experienced just before play begins” to acts as a catalyst. Whoop-ee-doodaa! It’s not as if RQ or Pendragon or Ars Magica ever laid out any provision of those things, is it!? Whether you choose to think the techniques are different to those provided in other games, they are not objectively so. To me, the notion of Troupe-style play used in Ars Magica is very much an explicit device for ‘distribution of authority’. It’s the issue that games like Ars Magica fail to get recognised for innovating half the ideas proposed by Ron and co. that tends to discredit their ideas themselves. [url=http://www.indie-rpgs.com/articles/20/]All written after the publication of his Sorcerer game, of which none of these ‘innovations’ were acknowledged. In retrospect, he basically chooses older games he likes and relates their influence to his own preferred games alone. It didn’t work because his categories, which were essentially lifted from Jonathon Tweet’s Everway, but presented in more ‘authoritative’ fashion, fall down on so many exceptions to the rule. They also fall down, incidentally, on the simple grounds that they caused more tension and conflict in the gaming community than the collective worth of the games their movement spawned. How many of them are truly played with the same community levels of D&D or CoC or any other? How can people claim these games are less well designed than the ones they push? Indeed, any game designer who feels the need to make vain proclamations about how influential their game is, in the text of the game itself, is really just demonstrating how little influence they ever had at all.[/url] [/QUOTE]
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