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<blockquote data-quote="eyebeams" data-source="post: 4258967" data-attributes="member: 9225"><p>People have always approached playing games from different directions. Commercially successful games (which are not the be and end all of game design) generally support this kind of diversity. The vocal segment of a play community may fix on one or two ideas, but playing RPGs isn't about the vocal segment -- it's about you and your group. Frankly, some clique's opinions are of no particular import. For example, I sell a Wushu variant that the self-styled center of the Wushu fanbase dislikes, because I didn't give a damn about their dogma. It's been pretty successful for me, because the fanbase has nothing to do with what half a dozen people do a couple of nights a week.</p><p></p><p>D&D and the WoD really don't have serious differences in this regard. </p><p>Instead, they change their approach depending on what they want, and there are hooks in place to support these shifts.</p><p></p><p>"Simulationism," as defined in GNS, isn't really what most players are up to, full time. Nobody is wholly exploring what it's *really* like to exist in a world where divine magic or werewolves are real, and suppositions about in-world culture and metaphysics are not done at the expense of setting a story around a theme.</p><p></p><p>People should change up how they play -- variety is fun -- but I think you're seriously underestimating the dynamism of a working gaming group.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 4258967, member: 9225"] People have always approached playing games from different directions. Commercially successful games (which are not the be and end all of game design) generally support this kind of diversity. The vocal segment of a play community may fix on one or two ideas, but playing RPGs isn't about the vocal segment -- it's about you and your group. Frankly, some clique's opinions are of no particular import. For example, I sell a Wushu variant that the self-styled center of the Wushu fanbase dislikes, because I didn't give a damn about their dogma. It's been pretty successful for me, because the fanbase has nothing to do with what half a dozen people do a couple of nights a week. D&D and the WoD really don't have serious differences in this regard. Instead, they change their approach depending on what they want, and there are hooks in place to support these shifts. "Simulationism," as defined in GNS, isn't really what most players are up to, full time. Nobody is wholly exploring what it's *really* like to exist in a world where divine magic or werewolves are real, and suppositions about in-world culture and metaphysics are not done at the expense of setting a story around a theme. People should change up how they play -- variety is fun -- but I think you're seriously underestimating the dynamism of a working gaming group. [/QUOTE]
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