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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="Tony Vargas" data-source="post: 6677277" data-attributes="member: 996"><p>Whether a game is good or bad is something that seems quite independent of the 'Narativist's or 'Simulationist's ability to argue that it's bad or good. </p><p></p><p> If you're going to judge it as a game, rather than an edition of D&D, sure.</p><p></p><p> Not so much. It was an RPG. RPGs lend themselves to producing narratives. Has more to do with the RP than the G.</p><p></p><p> But they're really stylistic differences. Not the game, so much as how you play it. You can make any RPG into a perfect simulation by pretending the rules are the 'laws of physics' for the game world (which will likely go all Terry Pratchet on you). You can use any RPG as a a medium to construct a story (but the players are going to have input).</p><p></p><p>OTOH, I also feel like those 'agendas' can dovetail, since if a game does a good job <em>simulating</em> a genre, it can be very useful for constructing a <em>narrative</em> of that genre.</p><p></p><p><em>(Edit: Apologies to any purists out there for using the terms 'wrong,' but I think the literal meaning is worth thinking about sometimes, too. )</em></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6677277, member: 996"] Whether a game is good or bad is something that seems quite independent of the 'Narativist's or 'Simulationist's ability to argue that it's bad or good. If you're going to judge it as a game, rather than an edition of D&D, sure. Not so much. It was an RPG. RPGs lend themselves to producing narratives. Has more to do with the RP than the G. But they're really stylistic differences. Not the game, so much as how you play it. You can make any RPG into a perfect simulation by pretending the rules are the 'laws of physics' for the game world (which will likely go all Terry Pratchet on you). You can use any RPG as a a medium to construct a story (but the players are going to have input). OTOH, I also feel like those 'agendas' can dovetail, since if a game does a good job [i]simulating[/i] a genre, it can be very useful for constructing a [i]narrative[/i] of that genre. [i](Edit: Apologies to any purists out there for using the terms 'wrong,' but I think the literal meaning is worth thinking about sometimes, too. )[/i] [/QUOTE]
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