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<blockquote data-quote="eyebeams" data-source="post: 4258339" data-attributes="member: 9225"><p>This is a situation where emotion really precedes argument. On some "theory" sites, people are patting themselves on the back in the beliefs they contributed to 4e because Mearls posted in their livejournal or something -- and other people think that "theory" secretly invaded and corrupted the game.</p><p></p><p>Here's the thing: At the upper tiers, RPG design and development is concerned with a lot more than some internet-based schools of thought. They're looking at cards, minis, wargames, video games and bigger trends in entertainment. This open, interconnected set of influences really matter -- far more so than some quasi-club on a bulletin board. Sure, they will always say nice things, because social marketing to the prosumer niche demands it.</p><p></p><p>Sure, there's "theory" (and even theory) in there -- and a lot more. But the final criteria lay in the results of playtesting and workable craft, not a thesis-like design aesthetic that everything else needs to get enslaved to. And guess what: If that sort of thing -- if "theory" -- worked for what they were trying to accomplish, they'd use it. It doesn't, obviously -- which indicates that as a way to understand all RPGs, "theory" isn't holding up.</p><p></p><p>My initial critique of the books' advice is that is isn't development-oriented. There's some advice about surviving initial sessions, mostly. (This is noticeable for me especially because the actions per hour don't match my group at all.) It is also *very* much linked to marketing DDI, the RPGA and adventures.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 4258339, member: 9225"] This is a situation where emotion really precedes argument. On some "theory" sites, people are patting themselves on the back in the beliefs they contributed to 4e because Mearls posted in their livejournal or something -- and other people think that "theory" secretly invaded and corrupted the game. Here's the thing: At the upper tiers, RPG design and development is concerned with a lot more than some internet-based schools of thought. They're looking at cards, minis, wargames, video games and bigger trends in entertainment. This open, interconnected set of influences really matter -- far more so than some quasi-club on a bulletin board. Sure, they will always say nice things, because social marketing to the prosumer niche demands it. Sure, there's "theory" (and even theory) in there -- and a lot more. But the final criteria lay in the results of playtesting and workable craft, not a thesis-like design aesthetic that everything else needs to get enslaved to. And guess what: If that sort of thing -- if "theory" -- worked for what they were trying to accomplish, they'd use it. It doesn't, obviously -- which indicates that as a way to understand all RPGs, "theory" isn't holding up. My initial critique of the books' advice is that is isn't development-oriented. There's some advice about surviving initial sessions, mostly. (This is noticeable for me especially because the actions per hour don't match my group at all.) It is also *very* much linked to marketing DDI, the RPGA and adventures. [/QUOTE]
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