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<blockquote data-quote="AbdulAlhazred" data-source="post: 8534760" data-attributes="member: 82106"><p>I'm not sure what 'larger' means precisely. They're two necessary parts of a whole fiction.</p><p></p><p>Well... maybe, maybe not. I think you can play even a game like DW in a few styles. I would say it should always be pretty 'committed', but it doesn't have to portray the action of the game as being laser focused, that is the NARRATIVE from the PC's point of view could be quite different, the parts that digress from what the game focuses on will simply be largely glossed over and reduced the essential parts. A game could, for example, depict a cross-continental exploration mission (IE Lewis & Clark) where 99% of the time it is just dull boring plodding over trackless landscape and poking around. The other 1% is fraught with danger, etc. and the end result is a pretty epic tale. Merriweather Lewis however probably was a bit bored much of the time...</p><p></p><p>I don't see why. There is a "time before there was a game" and a "time when the participants agreed as to how to run the game" and then a "Time of the Game itself." I see no compelling reason why we MUST include them all in an analysis of things that primarily concern running the game. It is enough to acknowledge that in the agreement time something was somehow agreed upon, and then look at what that is. I mean, asking "why did this specific agreement come about" MIGHT have some value, but probably more in terms of a game designer adding features to a game that attract people to playing it, vs attributes of actual play.</p><p></p><p>Again, I'm not finding a reason to call this an issue. It seems outside the scope of my current interest, at the very least.</p><p></p><p>Eh, I don't think they did 'consciously afford' that. I think it is mostly just a truth that you can bend RPGs a whole bunch, at least most of them. FOR ME at least the other truth also remains, I can run a Story Game more easily with other systems. 4e (and my bastard step-child of it) has the huge virtue IMHO of being both pretty D&D-like, and yet vastly easier on the DM!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8534760, member: 82106"] I'm not sure what 'larger' means precisely. They're two necessary parts of a whole fiction. Well... maybe, maybe not. I think you can play even a game like DW in a few styles. I would say it should always be pretty 'committed', but it doesn't have to portray the action of the game as being laser focused, that is the NARRATIVE from the PC's point of view could be quite different, the parts that digress from what the game focuses on will simply be largely glossed over and reduced the essential parts. A game could, for example, depict a cross-continental exploration mission (IE Lewis & Clark) where 99% of the time it is just dull boring plodding over trackless landscape and poking around. The other 1% is fraught with danger, etc. and the end result is a pretty epic tale. Merriweather Lewis however probably was a bit bored much of the time... I don't see why. There is a "time before there was a game" and a "time when the participants agreed as to how to run the game" and then a "Time of the Game itself." I see no compelling reason why we MUST include them all in an analysis of things that primarily concern running the game. It is enough to acknowledge that in the agreement time something was somehow agreed upon, and then look at what that is. I mean, asking "why did this specific agreement come about" MIGHT have some value, but probably more in terms of a game designer adding features to a game that attract people to playing it, vs attributes of actual play. Again, I'm not finding a reason to call this an issue. It seems outside the scope of my current interest, at the very least. Eh, I don't think they did 'consciously afford' that. I think it is mostly just a truth that you can bend RPGs a whole bunch, at least most of them. FOR ME at least the other truth also remains, I can run a Story Game more easily with other systems. 4e (and my bastard step-child of it) has the huge virtue IMHO of being both pretty D&D-like, and yet vastly easier on the DM! [/QUOTE]
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