Thomas Shey
Legend
I sort of understand the urge against division here, in that it's both potentially demeaning ("you're doing something that isn't really roleplaying!") and alienating to a subset of an already fairly small hobby, but it's very frustrating that we must constantly state our commonplaces (and inevitably get pushed to more and more extreme versions of them) every time we try to discuss these things. The usual form this seems to take is someone saying "that problem is solved by X" when X is antithetical to what I was trying to achieve and ran into a problem with at the start. Then you have to explain why X is an inappropriate solution, and the discussion becomes about trying to wear away at the commonplaces you were starting from instead of proceeding toward trying to resolve the design problem.
I suppose, I'm really just saying that I don't think we're playing the same games (sometimes even in cases where we're literally using the same rules), and that we might benefit from more splitting. I find myself routinely put in common company with people more OSR inclined than I actually am, because we're both talking to a tradition that is comparatively more incompatible with what we're doing. Even though, if I and that other party were in discussion alone, we'd find plenty to litigate just between ourselves.
Yup. As we've noted in the past, best I can tell you and I are (in the old GDS sense) both pretty gamist, and want some system to dig our teeth into. But from what I can tell, I'm far willing to engage with metamechanics to direct story in the process of engaging with those mechanics than you are (I'd characterize it, again using the old GDS terms as being far more willing to pursue dramatism in conjunction with my gamism than you), but from people who consider the game and mechanical aspects of a game an impediment (as compared to, well, at least a big part of the point) we can look very similar.