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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="The Crimson Binome" data-source="post: 6680366" data-attributes="member: 6775031"><p>Language varies depending on the circles in which you travel. There are still many who would consider something like FATE to be an indie game, or at the very least, an attempt to bring strong indie principles into the mainstream.</p><p></p><p>Words have meaning. Where 'traditional RPG' and 'indie RPG' have different meanings, we can use those labels to convey useful information, and can help to ensure that players/groups more easily find games which they will enjoy. These days, I can <em>usually</em> trust the back cover or an online summary to convey the information necessary to let me know whether I would be able to play the game or not. Non-GM player-authorship is unique enough of a feature that it usually warrants a mention, at the very least.</p><p></p><p>I don't want to play a game which requires non-character player resources, or where the non-GM player-authorship is so deeply ingrained that it cannot be ignored. I don't want to be tricked into buying those books, merely because they've presented themselves as though they weren't as radical as they really are.</p><p></p><p>It's kind of like when Nintendo introduced their waggle-stick controller. I get that it's still a video game, but it's different <em>enough</em> that I don't want to deal with it, and it was annoying to research every game for that system just to determine whether I could play it without using the waggle-stick.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6680366, member: 6775031"] Language varies depending on the circles in which you travel. There are still many who would consider something like FATE to be an indie game, or at the very least, an attempt to bring strong indie principles into the mainstream. Words have meaning. Where 'traditional RPG' and 'indie RPG' have different meanings, we can use those labels to convey useful information, and can help to ensure that players/groups more easily find games which they will enjoy. These days, I can [I]usually[/I] trust the back cover or an online summary to convey the information necessary to let me know whether I would be able to play the game or not. Non-GM player-authorship is unique enough of a feature that it usually warrants a mention, at the very least. I don't want to play a game which requires non-character player resources, or where the non-GM player-authorship is so deeply ingrained that it cannot be ignored. I don't want to be tricked into buying those books, merely because they've presented themselves as though they weren't as radical as they really are. It's kind of like when Nintendo introduced their waggle-stick controller. I get that it's still a video game, but it's different [I]enough[/I] that I don't want to deal with it, and it was annoying to research every game for that system just to determine whether I could play it without using the waggle-stick. [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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