Manbearcat
Legend
@PsyzhranV2
I think Avery is wrong if we are talking about roleplaying games that are actually like games. Roleplaying games test our ability to position our characters within a shared fiction. For gameplay to exist that needs to have teeth. From OSR play to indie blood operas the Czege principle allows players to take on a character advocacy stance so they can use their skill at fictional positioning to achieve the game's objectives. They become things you can play well.
I really like playing For The Queen, The Quiet Year and Dream Askew. However they really feel more like shared experiences than games to me. There's no real sense of mastery there.
I personally think they 'we have moved on' narrative is often overused. I mean the OSR community shows there is real value in some wisdom of the past.
Couldn't agree more with this (both the first two paragraphs and the sentiment of the last one).
I think too often people try to bin way too many things into one category. Ultimately, whatever the original thing was becomes meaningless and impossible to untangle and talk about. While it certainly doesn't intend to do so, it makes talking about design and actually putting the thing into effect extremely fraught.
Games (a) require gamestates of which the trajectory is both (b) in the balance and (c) up for grabs (d) whereby skillfulness/effort is deployed > tested > mediated by <thing> in order to wrest that trajectory from the machinations of one participant to another.
If that doesn't exist, then "shared experience" or merely "play" is probably the term for what we should be discussing. This is pretty trivially illustrated:
* "Make Believe" is a form of "play" or "shared experience" but its not a "game."
* "Calvinball" is a term we're all familiar with because it is a "would-be game" that has degenerated to "not game" status precisely because none of (b) nor (c) nor (d) above are actually true in practice.