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Is the Burning Wheel "how to play" advice useful for D&D?

I think the advice in BW is very good for running BW. I think it's good for running games driven by player protaganism. But I'm constantly surprised that you run D&D the way you do - perhaps even more surprised that you ran Rolemaster in a similar style. Rolemaster! Full of dense tables, and those remarkably obtuse percentile-ish stat values, and everyone bleeding to death anti-climactically like some wierd Peter Greenaway film. There's a game I never figured out. We found the crit tables funny but the rest of it was, like 'huh?'.

Would you suggest the BW advice for Rolemaster? I think that's an interesting question. I think you may have used it, or evolved into something similar of your own devising, for RM - but would you advise other people to bolt that advice onto RAW Rolemaster? Me, I'm not seeing it. You've said you see thematic weight in Paragon paths and race and class choices and the cosmology of 4e, perhaps as distinct from RM. I respect that, but that doesn't mean I feel the same.
I'm certainly not going to try and offer a rationale for my taste in RPGs - I can barely grasp the reasons myself, and don't think I could explain them satisfactorily to anyone else!

Rolemaster is a strange game. I'm not 100% sure what RAW Rolemaster would look like - it seems set up around fairly standard D&D-ish violent fantasy tropes, but with this intricate character creation constantly in danger of being thwarted by the crit tables. I don't spend as much time at the ICE forums as I used to, but when you go there there are two main forms of RPGing apparent: 2nd ed AD&Dish "I must set up situations that will teach the players not to get into fights" story-railroading; and heavy heavy process sim where it's hard to get a sense of exactly what the play consists in.

The actual GMing techniques I still use today - flexible scene-framing based around backstory that is light-ish but not fully No Myth (so it can be fleshed out as needed in play); following player leads in PC building and play to run my game, and building up the campaign around that in a synergistic fashion (the GM taking the lead on backstory detail, but the players having a key role in shaping the broad parameters and concerns) - I first started using GMing AD&D Oriental Adventures in 1986-87. Before that I had been running a standard AD&D game that suffered in part because of alignment issues, and in part from poor dungeon construction on my part (I can't do Gygaxian Gming at all). Once I read an article in Dragon 101 about ditching alignment, and started my OA game without it, things changed dramatically. OA had PCs with built-in hooks (family, history, honour etc) and monsters who related to that (the Celestial Bureauracy, etc), but without alignment as a pre-determiner outcomes were unpredictable, and so the way things unfolded was unpredicatable too.

I took this same approach into RM - what I've tried to get better at over the years is cutting out cruft that traditional RPGs tend to throw up, and cutting to the interesting stuff.

What I loved about RM was the detail of the PC generation, and the mechanical heft of its combat rules (both for melee and spell casting - archery gets fairly short shrift in RM). It offers a mechanics-grounded immersion that is one hallmark of purist-for-system play; but unlike Runequest its melee and casting mechanics are metagameable, at least within limits, which gives it a capacity for player expressiveness that is absent in some other purist-for-sim systems. What I came to find frustrating was the lack of non-combat conflict resolution mechanics. (There are bucketloads of non-combat skills, with their DCs and tables etc, but the resolution is pretty unsatisfactory.)

If I was 20 years younger, or had time to do more RPGing, I imagine I'd be doing BW or Dungeon World or something else modern rather than 4e, but when you have an established group with developed tastes and legacy expectations you sometimes just end up where you end up. But being a bit conservative by default isn't a reason to be reactionary! - Which is why I'm happy to take advice and techniques from other games (and from the Forge, etc) where that looks like it can add something to my game and my GMing.
 
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Thanks for sharing this -- you're right, this stuff speaks directly to my concerns about player responsibilities in a non-railroaded story-heavy campaign.
No worries - I'm glad it was interesting.

I've been wondering lately what an adventure optimized for non-railroaded story-heavy play would look like. You and S'mon seem to use adventures/APs a lot but with heavy alterations. What would an adventure type product look like if it were optimized for this style of play?
Now that's an excellent question!

When I look at an adventure module, I'm normally looking for three things: maps/geography (I don't particularly enjoy doing my own, but I can if I have to); history that I can use to flesh out my backstory; NPC antagonists that look useable in my game (preferably with some interesting situations around them, though I'm not too bad at doing situation myself). So for me the easier a module makes it to use its maps/geography, to clearly indentify its history/backstory, and to work out the NPCs/situations in it, the better.

So dot points under clear headings are good. Whereas short-story style slabs of text are bad. When I'm reading a module I don't want to feel I'm reading a story; rather, I want to be able to picture setting the scene up at my table, and imagine how my players might do stuff with it. In that respect a traditional dungeon format is better than a more 2nd-ed-ish, pages of backstory format; but the traditional dungeon tends not to have what I'm looking for in terms of backstory/situation (of course I can make up my own, but then all the dungeon is giving me is maps).

4e adventures suffer badly from the pages-of-backstory problem (at least the three I have: H2, P2, E1). They tend to have nice maps. And they have some interesting NPCs/situations. I've used most of the episodes in H2, but in a different sequence and at different levels from what it suggests (the easy scaling of 4e helps here), and with the overall backstory heavily tweaked and dropping the "home base" aspect (Seven-Pillared Hall). It worked for my game because it had goblins, demons, devil-worshippers and a Vecna-cultist as antagonists, all of which fitted well with my players and their PCs. (Though the duergar slave-traders ended up as friends rather than enemies of the PCs.)

A d20 module I've got some nice use out of is "Wonders out of Time" by Eden Odyssey. It has little "vignettes" of ruins left over from an ancient empire. I used a couple of these as maps plus backstory for scenarios dealing with the "Fallen Nerath" aspect of my game, which is particularly important to one of the PCs. The backstory was easy enough to tweak to fit the default 4e history and cosmology, and I added in my own situation and antagonists.

Anyway, those are some potted thoughts.

This type of story-heavy play that BW seems to be going for where it's really personal and character-centric is more appealing to me than the high fantasy/epic quest style. I find most quests (ie plotted story that doesn't really require much player input or tie into their characters, other than the fact that they're really powerful and heroic) to be cheesy and cliched, and I'm not very good at coming up with anything better.
My impression of at least one way of playing D&D - that dates back at least to the latter period of 1st ed AD&D - is that the adventure is seeded by some sort of quest that speaks to the players in very generic terms (eg they're playing LG and NG PCs, and the cleric of Pelor asks for help), and then it rolls along in a fashion more-or-less indifferent to both the players and the quest goal until you get to the end, at which point you find the princess, or the prisoners, or the ancient relic, or whatever else it was that the mentor/patron NPC wanted.

I hate that sort of adventure. I don't want to run it as a GM. I don't want to play it as a player. If there is a quest (eg in my 4e game one of the PCs is reassembling the Sceptre of Law (= Rod of 7 Part)s so that he can kill Mishka the Wolf Spider once and for all) then I want it to inform the adventure along the way, so the experience 9say) of fidning and reassembling the Rod will be different from the experience of tracking down the Orcus cultists (eg in my game, the first brought the PCs into conflict with a hydra spawn of the primodial Bryakhus in which a fragment of the Rod was embedded, and also into a challengeing relatinship with the duergar, who were hording a fragment of the Rod themselves; whereas the second meant trekking down a miles-long stairway into the Underdark and finding an ancient temple to Orcus permeated by the Shadowfell, and sealed off from the rest of the Underdark by Death Giants geased by Torog and the Raven Queen - which not only made the "Orcus" experience different from the "Rod" experience, but also raised issues for the Raven Queen devotees in the party, those members of the party who are opposed to Torog, and the dwarf with a dwarven thrower artefact that is on a crusade to slay all giants).

Character-centric fantasy supers D&D is kind of odd in my view but not totally unappealing...I would give it a try. pemerton you've mentioned before that a major influence for your 4e game is Claremont's X-Men run -- I'm not big into comics so I didn't know what that meant but I brought it up with my friend who is and he said that's the source of most of the storylines used in the early 90's X-Men cartoon, which we both like a lot. We both agreed that those storylines were awesome but we also had a laugh because it's so different from our D&D games, where we don't go into how the PC's know and care about each other much at all
For me, X-Men is a model of a storyline where the personalities of a disparate group of high-powered heroes interact, on a regular basis, with one another and with the fate of the world. So it seems a reasonable model for "fantasy-supers" D&D!

I know it sounds deflationary to people who are very story-focused but the whole dungeon-crawling for blood, gold and gems thing makes more sense and is more appealing to me when the characters don't have much of an exterior motivation but are just roguish explorers/treasure hunters who do this because it's the only thing they know how to do.
Ron Edwards had this description of the classic D&D PC (put forward in a discussion of fantasy heartbreakers), as well as some views about play problems that can come up - I know that some people find it pejorative, but I'm curious about what you think:

I think it's central to D&D fantasy that a character must start with a very high risk of dying and very little ability to change the world around him or her, and then increase in effectiveness, scope, and ability to sustain damage, all on a positive exponential fashion.

The concept seems to be that the player must serve his or her time as a schlub, greatly risking the character's existence, in order to enjoy the increased array and benefits of the powers, ability, and effectiveness that can only be accumulated through the reward-system. An enormous amount of the draw to play a particular game [he's commenting on a range of "fantasy heartbreakers"] seems to be based on explicitly laying out what the character might be able to do, later, if he or she lives. I want to distinguish this paradigm very sharply from the baseline "character improves through time" found in most role-playing games. This is something much, much more specific. . .

The key assumption throughout all these games is that . . . the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy."

It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. At worst, the players are apparently slathering kill-counters using simple alignment systems to set the bar for a given group . . . The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all, even in the more Simulationist Fantasy Heartbreakers, which are universally centered on Setting.

I think this is a serious problem for fantasy role-playing design. It's very, very hard to break out of D&D Fantasy assumptions for many people, and the first step, I think, is to generate the idea that protagonism (for any GNS mode) can mean more than energy and ego. These are fine things, of course, but it strikes me that playing with them as the sole elements provided by the players is a recipe for Social Contract breakdown.​

I don't want to put words into your mouth, but I'm guessing from that you may not agree with the diagnosis of "a recipe for Social Contract breakdown". And I also think this might be linked to your board game idea, which presumably is all about downplaying the players imaginiative experience of the character in favour of the imaginative experience of the setting as narrated by the GM.

Explicit player responsibilities would allow us to say for example whether the game supports [MENTION=22779]Hussar[/MENTION] in telling his DM to skip some part of the adventure or not.

I think looking at this list from BW he would be, because he's not just saying "I don't like this, come up with something else DM" he has a dramatic conflict in mind and wants to get to that.
I think that is right.

I'm looking at the 4e PHB and I think he would be out of line in this game:
"D&D is a cooperative game in which you and your friends work together to complete each adventure and have fun." p. 6

"The DM creates adventures (or selects premade adventures) for you and the other players to play through." p.8

(Emphasis mine).

What I get from this is that it's the players' job to try to complete the DM's adventure and they don't really have any business trying to shortcut parts of it.

<snip>

4e basically says that the player gets to make whatever character they feel like with no responsibility to do any pre-game dramatic coordination with the DM or other players, and roleplay them however they like, as long as they try to complete the adventure created by the DM (but it's OK if they fail, "even when your character is defeated, you don't "lose""p.6). Very light on responsibility, very low stakes.
I think on this stuff 4e is a bit incoherent (who'dda thunk it?), because as well as the stuff you point to there is other stuff as well:

On p 8, under the bit you quoted about the "DM as Adventure Builder", there is:

Narrator: The DM sets the pace of the story and presents the various challenges and encounters the players must overcome.

Monster Controller: The Dungeon Master controls the monsters and villains the player characters battle against, choosing their actions and rolling dice for their attacks.

Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story.​

Now none of that would be out of line in BW, I think - so the key difference is "adventure builder". (In Esentials the 4th dot point was revised to read "The DM decides how to apply the game rules and guides the story. If the rules don't cover a situation, the DM determines what to do. At time, the DM might alter or even ignore the result of a die roll if doing so benefits the story." That would be completely out of place in BW, and in my view - except for the middle sentence - is not good advice for 4e either, which is designed to play well without fudging.)

But on adventure building, in addition to page 8 we have p 258:

You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. . . Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.​

And the DMG tackles the same topic, on p 103:

You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!​

That's not quite as forthright as Luke Crane, obviously, but I think it's meant to push in the same general direction. Which is away from GM as adventure-builder.

On pregame coordination of PCs, on the other hand, I agree with you. I think part of the point of the default history and cosmology is to try to achieve some approximation to that sort of coordination via the setting, but on its own that probably won't be very tight. And without that default, all bets are off.

I'm not the biggest fan of the sort of the sort of low-stakes high concept sim play that you're calling out as the default for 4e. And because I'm not the biggest fan maybe I'm not well placed to talk about good or bad systems for it - but I'll have a go anyway, and suggest that 4e is pretty heavy mechancially for that sort of game, and puts a lot of mechanical responsibility on the player - just like BW says the player is responsible for invoking the mechanics, so 4e relies on the player to put powers to work, invoke p 42 etc. What is the point of that mechanical responsibility without the stakes to match it? Drifting in a slightly higher-stakes direction seems to fit better with the mechanical dimensions of 4e play (and the absence of such drift, and the expection of a low-responsibility GM-driven game, might help explain the "plays like a boardgame" experience).
 


That's not quite as forthright as Luke Crane, obviously, but I think it's meant to push in the same general direction. Which is away from GM as adventure-builder.

I would note that the two are not mutually exclusive. If you incorporated into the adventure-builder paragraph a note as to the player initiated quests, the responsibilities still remain.

I've mentioned before that for the game to flow the DM needs to do one of two things. Lead when the players are not, and follow when the players are leading.
 
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For me I can remember a fair bit of this. A player plays a dwarf because "dwarf" = "stern, no-nonsense but dependable do-gooder". A player plays a drow chaos sorcerer who worhsips Corellon because "chaos" = "go crazy wild" while "Corellon-worshipping drow rebel" tempers that with "but still somewhat sympathetic and ultimately well-meaning". A player plays a paladin because they want to see tests of faith.

Sorry, what sort of dramatic premise is implied by "stern, no-nonsense but dependable do-gooder"? Should I confront him with frivolous clowns? Does that trump "I want to fight in dark tunnels" or "I like beard jokes" as signals I should pick up on? I'm really unsure what to glean from someone choosing to play a human fighter....the game should have... fights?:confused: Even if a chaos sorcerer wants to go wild, does that mean he wants to be challenged on it? "I want to cast magic spells" doesn't really do much to narrow down the campaign for the wizard's DM. Even the 4e PHB recommends you choose races for such profound dramatic reasons as "you want to play a guy who looks like a dragon."

"Paladin" is the one choice that I suspect may actually do some useful signalling...but I think "I want to pick a fight with the thief's player" is fairly common motivation as well. More practically, they may be choosing paladin to be the moral leader and take the moral high ground rather than face tests of faith.

Now, that doesn't mean that you can't or shouldn't have such conversations and exchange that information. Its a good idea for everybody's entertainment if they happen, especially if the group is going off the standard D&D reservation. I just don't think the party roster is generally an effective place to discover all that.

I think the thief is one of the more hook-heavy classes in classic D&D, and I think one of the reasons for its notoriety is that the standard dungeon adventure doesn't really pick up on those hooks.

I have always found the thief to be an odd standout, because it seems like so much of the implied fluff for such a character is opposed to so much of what an adventuring life is about. Yet, they are vital to many old-school adventures. I think its interesting that by the time 4e rolled around, the "thief" concept had changed so much. I'm still not sure the game has figured out how they should fit in as a class.

I could imagine a version of a PrC/Paragon Path rule that tried to acknowledge or address this. For instance, when a certain trigger is activiated (an ingame event? reaching level 6? the GM deciding "it's time"?), then you get your "attachment" PC feature.

A really primitive version of the feature might be something like - when the thing you're attached to suffers, you take d10 psychic damage unless you step in to protect it, in which case you get advantage on your relevant d20 roll. (The reason I'm going for damage rather than an action penalty is that, in D&D at least, a penalty to action tends to be so significant that it's tantamount for coercion, which is not what you would be looking for here.)

I'd prefer it, and think it would work better if it was a matter of player agency, so the motivations could be broader. That is, something that a player could invoke for almost any purpose. I would also think it needs a little more bite in the consequences. Maybe something like this:
  • A player may stake a claim for his character at any time. The claim must be framed as a clear "success/fail" task or condition: "The Duke will die by my hand." "They shall not leave the Castle alive." or "I will find the princess." A given character can only have one claim at a time.
  • A player may draw (some kind of plot points or tokens) from this claim (limit 5?).
  • The tokens may be spent to:
    • get advantage(?) on a d20 roll (save, attack, or check)
    • heal 2d6 hp
    • deal an additional 2d6 damage on an attack
  • Success or Failure
    • If the character succeeds at the task or condition, then the claim is fulfilled, and the player is free to make another claim as they feel inclined.
    • If the character fails at the task or condition, the character loses <some number> of HP from their maximum for each PP they spent on the claim. The player is free to make another claim as they feel inclined.
 
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Sorry, what sort of dramatic premise is implied by "stern, no-nonsense but dependable do-gooder"? Should I confront him with frivolous clowns? Does that trump "I want to fight in dark tunnels" or "I like beard jokes" as signals I should pick up on? I'm really unsure what to glean from someone choosing to play a human fighter....the game should have... fights
I agree that human fighter is generally signal free. So (I think) is halfling ranger, and possibly halfing rogue (depending perhaps on skill set).

The dwarf on its own might look like clown-bait, I'll concede, but I'm assuming here a background, namely the one provided by the 4e rulebooks, in which dwarves have a history and a culture that gives them a particular place in the cosmological struggle between law and chaos. And a drow chaos sorcerer likewise.

One of the first bits of background that I established in my 4e game during play - in the first encounter in the first session - was that dwarves had in fact spent time, after freeing themselves from the giants, under the tutelage of minotaurs. I wasn't 100% sure what my dwarf player would do with this fact, but given the generic sense of dwarves as stubborn, prideful and self-sufficient; plus the already-given background fact of their escape from slavery under the giants - I thought that he would do something with it - and he did. In the context of that particular encounter, he put all his effort into killing the NPC who had drawn his attention to this historical fact (thus expunging one aspect of the relevant record). And it's recurred since as a point to prod and poke with, to get that dwarven pride active (and the pride pushes both ways, because the dwarves are proud of the techniques that they learned from the minotaurs).

TL;DR - I think you're understimating dwarves + setting a little bit, at least. (Halflings, human, fighters, rangers I'll happily concede on. Avandra and Melora as gods, too, at least for me. Maybe others can do stuff with them.)
 

[MENTION=98255]Nemesis Destiny[/MENTION]

Another comment on Beliefs: they occupy the same sort of game space as alignment in D&D, or as personality flaws in games like HERO or GURPS, but work in more-or-less the opposite way.

Ron Edwards gets this pretty right, I think, here:

Consider the behavioral parameters of a samurai player-character in Sorcerer and in GURPS. On paper the sheets look pretty similar: bushido all over the place, honorable, blah blah. But what does this mean in terms of player decisions and events during play? I suggest that in Sorcerer (Narrativist), the expectation is that the character will encounter functional limits of his or her behavioral profile, and eventually, will necessarily break one or more of the formal tenets as an expression of who he or she "is," or suffer for failing to do so. No one knows how, or which one, or in relation to which other characters; that's what play is for. I suggest that in GURPS (Simulationist), the expectation is that the behavioral profile sets the parameters within which the character reliably acts, especially in the crunch - in other words, it formalizes the role the character will play in the upcoming events. Breaking that role in a Sorcerer-esque fashion would, in this case, constitute something very like a breach of contract. . .

a character in Narrativist play is by definition a thematic time-bomb​

In D&D or GURPS, departing from your alignment (or violating your flaws), particularly at crunch-time, is tantamount to cheating - gaining an unfair advantage.

Whereas BW takes for granted that the GM will be confronting the players with situations where they will feel the pressure to violate their Beliefs, and how the player repsonds to that - and whether the player decides to keep Beliefs despite violating them, or to change them in the fact of the new situation, is up to the player. And (as per my earlier post) Fate Points can be earned either way. BW doesn't care what the answer is - it is aimed at forcing the player to deliberately choose an answer!
 

Whereas BW takes for granted that the GM will be confronting the players with situations where they will feel the pressure to violate their Beliefs, and how the player repsonds to that - and whether the player decides to keep Beliefs despite violating them, or to change them in the fact of the new situation, is up to the player. And (as per my earlier post) Fate Points can be earned either way. BW doesn't care what the answer is - it is aimed at forcing the player to deliberately choose an answer!

Yep, until a belief is tested it's is simply a label on paper. The old adage of a captain goes down with his ship is usually uttered by captains whose ships are still upright and floating.

What I always disliked about the alignment system is that it was usually used as all stick with no carrot.
 

I agree that human fighter is generally signal free. So (I think) is halfling ranger, and possibly halfing rogue (depending perhaps on skill set).

The dwarf on its own might look like clown-bait, I'll concede, but I'm assuming here a background, namely the one provided by the 4e rulebooks, in which dwarves have a history and a culture that gives them a particular place in the cosmological struggle between law and chaos. And a drow chaos sorcerer likewise.
<snippage>

Ah. Currently, I have the problem that I am likely the only one at the table who will have read or considered anything beyond the applicable pages of the PHB. For them, other than the standard issue D&D tropes, there is nothing. No signalling can occur that way. More generally, I prefer to use my own settings. So if I use my own setting, WotC's signal-related fluff needs rewriting, and the classes/races still don't signal anything outside the context of a "Campaign FAQ" conversation anyway.

The stuff you're talking about (here and in the other thread) is, I think, a big part of why I have mixed feelings about 4e. I cannot state strongly enough how much I loved everything from the prep side of DMing. A few tweaks (which may have happened after I was out), and I couldn't ask for better. On the more creative end, though....I felt confined. Staying by the books...everything felt kinda b-grade action movie. (Which may have been what they were shooting for, to some extent.) Trying to move away from that was a bit like swimming against the current.

I'll concede that within the context of 4e's whole thing and the caveats of player awareness, choosing class & race may constitute decent signalling.
 

[MENTION=98255]Ron Edwards gets this pretty right, I think, here:

As usual, I think Ron Edwards gets it mostly wrong, and mostly for the usual reasons - his tendency to be utterly condscending about anyone playing in ways other than his way and his continual mistaking system for play ('system matters'). He makes the classic designer mistake of assuming mechanics => aesthetics of play.

For example, I don't think we can say how GURPS plays because its so loose with its expectations of play. Ron's big contribution to design has been I think that we should consciously think about establishing the expectations of play, but he tends to in his own design run roughshod over any flexibility in play or assumption of flexibility in play. If you look at a system like GURPS, what he describes is only one way of playing. But there is text in the GURPS game the blesses negotiating the replacement of a flaw with a new flaw of equal worth in reaction to events that are happening in game. There in a nutshell, admittedly perhaps a bit concealed and much less blessed and highlighted, is the basic mechanic of rechoosing your 'Beliefs' as used in BW. Likewise, in a game like D&D, alignment gives a mechanical benefit, but there is an expectation that alignment can move around and shift in responce to player initiated actions, eventually changing to a new description based on how you play. Especially since 3e, the player has no reason not to engage in this exploration if he wants to (unless he is 'Faithful', in which case the burden is higher). The type of play Ron wants to describe as unique to Sorcerer, isn't, and doesn't involve breaking the system much or at all. It simply involves breaking certain expectations about the goals of play.

What Ron seems to consistantly fail to understand is that in older more popular games with more generic expectations of play, different player agendas aren't depricated simply because of less active support for those agendas. However, in the games he makes and advocates - don't get me started on Sorcerer or I'll get really insulting - he's actually removing player agendas from the game and limiting play. They are by definition niche games that are generally inflexible and inflexible by design. There is nothing wrong with playing a niche game if it suits you, but as a general paradigm of game design its IMO terrible. Imagine how Minecraft might play if it tightly focused on one player agenda instead of blessing the player to create his own agendas of play. You want to self express - self express! You want challenge - take up challenge! You want casual fellowship - you can have that to! You don't want fellowship, you just want abrogation - have it. You want exploration - the world is limitless! Minecraft is designed to engage players on multiple levels. Most truly successful games are.
 

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