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<blockquote data-quote="eyebeams" data-source="post: 4260237" data-attributes="member: 9225"><p>well, if you're using my meaning, we're not talking about a capitalized "creative agenda" as much as approaching play from a particular point of view (after we accept the basic idea that we're fighting zombies, or in a dungeon, or whatever.) You can't really eliminate this, because this is outside of the designer's power. You can provide minimal to no support for some ways of doing things, which generally fails to serve at least some of your players. If you mean "Not designing to privilege a way of approaching the game," this is probably impossible too, though it needn't be too extreme. What you can do is design and run games that are open to many approaches, even if some receive more encouragement than others, instead of deliberately refusing support.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 4260237, member: 9225"] well, if you're using my meaning, we're not talking about a capitalized "creative agenda" as much as approaching play from a particular point of view (after we accept the basic idea that we're fighting zombies, or in a dungeon, or whatever.) You can't really eliminate this, because this is outside of the designer's power. You can provide minimal to no support for some ways of doing things, which generally fails to serve at least some of your players. If you mean "Not designing to privilege a way of approaching the game," this is probably impossible too, though it needn't be too extreme. What you can do is design and run games that are open to many approaches, even if some receive more encouragement than others, instead of deliberately refusing support. [/QUOTE]
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