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<blockquote data-quote="hawkeyefan" data-source="post: 9236996" data-attributes="member: 6785785"><p>No one said that a specific game is about “doing anything”. Very often, games are about specific things. There is no intention of “doing anything”. </p><p></p><p>That specific thing can be defined in a number of ways. It can be defined by the GM, it can be defined by the players, it can be defined by the game’s designers, it can be defined by some mix of all these things. </p><p></p><p>Whether it’s to find out what happened to the Carlyle Group and avenge Jackson Elias, or it’s about living on the space station Prospero’s Dream, or it’s about defending the village of Stonetop, or retreating to Skydagger Keep from the hordes of the Cinder King, or about trying to disrupt the delicate balance of power in the district of Red Row in order to harm the criminal profits of the Aelfir who live in the heights of Spire… most games have some kind of goal of play. Having a goal doesn’t preclude player freedom or a sandbox approach to play. </p><p></p><p>All of those examples are from wildly different games in the RPG sphere. How those stories emerge works differently in each case.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9236996, member: 6785785"] No one said that a specific game is about “doing anything”. Very often, games are about specific things. There is no intention of “doing anything”. That specific thing can be defined in a number of ways. It can be defined by the GM, it can be defined by the players, it can be defined by the game’s designers, it can be defined by some mix of all these things. Whether it’s to find out what happened to the Carlyle Group and avenge Jackson Elias, or it’s about living on the space station Prospero’s Dream, or it’s about defending the village of Stonetop, or retreating to Skydagger Keep from the hordes of the Cinder King, or about trying to disrupt the delicate balance of power in the district of Red Row in order to harm the criminal profits of the Aelfir who live in the heights of Spire… most games have some kind of goal of play. Having a goal doesn’t preclude player freedom or a sandbox approach to play. All of those examples are from wildly different games in the RPG sphere. How those stories emerge works differently in each case. [/QUOTE]
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