"Oddities" in fantasy settings - the case against "consistency"

I've often posted about this, for well over a decade: I don't particularly enjoy it.

I've never asserted that it's not viable. In fact, if you look through my ENworld posting history you'll often see me defending the reality and viability of Gygaxian/Pulsipherian dungeon-crawl play against those who attack it.
Honestly, I've addressed the viability thing often enough that it feels meaningless to point out that you're misrepresenting me.

It's not like I called it "the enemy of interesting, engaging, dynamic, imaginary worlds" like some other posters in this thread.
 

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It's not about validity. Your experience is valid to you. It's valid in and of itself. But when you start to claim or imply that your experience is likely to be typical, that's something that can be challenged.
Not really. There have been enough people posting similar comments in this thread that any such "challenge" is largely pointless. It's not unique to me, and after that, well, how much it is or is not representative of anything beyond that is essentially unfalsifiable (other than, I suppose, pointing out that the largest RPGs don't seem to lend themselves to collaborative world-building). To that end, asking for more details of personal experience is pointless anyway, so I'm not sure why you keep doing it.
I have no doubt that you experienced the things you experienced. I just don't think they should be taken by others as all that indicative of collaborative world building.
Likewise, I don't believe that your experiences are instructive or noteworthy for anyone else. Quite the opposite, really.
As for my experiences, feel free to criticize them all you like. I'm fully capable of defending them.
...which completely misses my point of the futility of doing so. No one has to defend their experiences, as you yourself just stipulated to a few sentences prior.
What questions do you have? I said... feel free to ask away. I am confident in my ability to discuss these games and how they work, and how they're similar to traditional play, and how they're different. And how none of the concerns you've expressed about collaborative world building have been very prevalent in them.

Of those listed, Dogs in the Vineyard and Mouse Guard are two that I'd say I'm not fully proficient with. I get how each works, and I've played enough to grasp them, but there are some details I may mistake or that I'm not 100% on. If you're very familiar with either of those games, I'd likely yield to that experience.
At this point, my questions are largely why you think your experiences are at all instructive to anyone else, let alone give you some sort of basis for criticizing the experiences of others. You claim to have played a number of non-trad RPGs; okay, but have you played enough for that to be something that someone else should put any stock in? There are thousands of RPGs out there, and you seem to be acquainted with only a fraction of a percentage of them; why should we think that you have anything worth listening to if that's all you've tried? And of course, that's not even getting into the quality of those experiences in and of themselves (let alone how you measure quality).

All of which is to point out the futility of this entire endeavor. You can't simultaneously grant that someone's experiences are valid to them while also holding that you can criticize them. You can't even say that the points I'm bringing up are some sort of fringe, since there have been plenty of people here who have had experiences similar to my own. This attempt to say that your opinion is somehow more credible is entirely baseless.
Yes, the blurb from Mothership talks about how one specific group decided to make their own setting despite the fact that the book largely tells the GM to do so.

Do you actually want to discuss the three examples I offered? Are you familiar with any of these three games? Do your experiences with them differ?
Why? It's just three examples. Out of the myriad RPGs out there, why are these specific three worthy of special attention? What makes your particular examples of play with them instructive?
Who else would decide my opinion?
That's not what you're imbuing yourself with the power to decide: it's the validity of my experiences, and that's up to me, not you.
Considering I'm not the only one that is taking that away from your posts, perhaps you're not being as clear as you think? Or perhaps despite all the "...in my experiences" you add, it doesn't change the vibe?
Can you quantify "the vibe" in terms of why you think talking about personal experience doesn't change it?
I mean, you've said how you feel about collaborative world building. I have no doubt that's how you feel, and I would expect that, based on those feelings, you'd avoid such play in the future. Or at least approach it cautiously.

I've said how I feel about collaborative world building. Do you accept that I feel the way I do about it, and that I will continue to enjoy such games and to seek them out? I would hope you do.
Likewise.
But if so, then what are we discussing? Why are we continuing this back and forth?
Well, I can't tell you why you're posting what you're posting, but so far your stated reasons have been to try and suggest that you think you have standing to criticize the personal experiences of other people. I don't think you do.
As I've said, I am only countering your concerns as being applicable to the game itself rather than to you and your group, and so anyone reading this exchange can know that collaborative world building need not be problematic in the ways you've expressed. Do you disagree with this?
Nothing "needs" to be anything in a game of imaginative fantasy, as I've said countless times by now. I disagree with the idea that someone who's had problems with the idea of overturning setting consistency is somehow "doing it wrong," which is what "criticizing your experiences" boils down to.
 

The answer to both of those is yes.

Next is the part where you ask me to list the examples in detail, so you can find fault with how many there are, what systems they were for, the specifics of how things went down, etc. Because apparently a lot of people seem to think that the experiences of others are valid points of criticism, i.e. can be shown to be "wrong" or otherwise not reliable.
This is also known as Sealioning, and it’s a well known trolling tactic.
 

Well, what's the difference between becoming the next mage or being the last mage? It sounds effectively the same for the play experience.
Happy Excuse Me GIF
 

what you find acceptable or tolerable isn't the question being asked, the question is should the rest of the table be denied a playstyle/theme because a single player doesn't want to engage with it, who's desire is more important, the table's or an individuals?
Right, and all participants are going to have to answer for themselves.
 




The answer to both of those is yes.

Next is the part where you ask me to list the examples in detail, so you can find fault with how many there are, what systems they were for, the specifics of how things went down, etc. Because apparently a lot of people seem to think that the experiences of others are valid points of criticism, i.e. can be shown to be "wrong" or otherwise not reliable.
If I have a NASCAR license and 100 races under my belt then I have a certain cred when talking about how things go at Daytona, right? Now maybe your 20 years of Sprint Bike racing is equally relevant when discussing racing culture or something, but we are each authorities on our thing. Don't you agree? Surely specific relevant experience counts for something. I don't see it as impertinent to try to get a read on that, especially when I hear common misconceptions about what I know about. Preference and experience are not related.
 

Where the premise is that magic is gone but maybe one or more of the PCs can do something to bring it back, there's a clear journey involved from start to goal. Or when the premise is that magic is gone for good, there's a clear shift in focus to a non-magical setting and campaign.

When the premise is that magic is gone (but wait: not quite gone, one PC still has it,) there's no clear journey, and the focus might very reasonably become one of keeping that last mage alive at all costs. Which would get pretty boring for the last mage's player when the rest of the party says "Yeah, you're far too valuable to risk - we're locking you in this padded bubble until we can figure out how to somehow generate more of you. And while you're in that bubble, your job is to teach as many people as you can how to do what you can do. Meanwhile, we'll be out here adventuring."
 

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