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<blockquote data-quote="clearstream" data-source="post: 9247349" data-attributes="member: 71699"><p>Forbidden Lands tracks encumbrance in order that what you have on you can matter during forays far from villages. 4e has extensive combat rules. These are not inevitably at odds with flags, scene closure mechanics, attritional conditions, etc.</p><p></p><p>Rather I'm interested in the playful/gameful divide you seemed to propose in your example. Expressing identity and revealing story were described to most matter to the player. To my reading, game rules were described to serve that ends, but not be crucial to it. The obvious question is - what happens in the absence of those rules? Is what matters to the player still successfully achieved. If so, why do they choose to play a game?</p><p></p><p>One option is that while game play isn't central, it is supplemental in a way that inspires or elevates the play. What matters most is being shared playfully, but not developed gamefully. Unless the rules are indeed aligning "better with the sorts of player-side "prompts" that make sense for the game." But that returns to addressing with rules what's ludically-crux (in this case, rules that inspire and regulate the desired form of conversation.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9247349, member: 71699"] Forbidden Lands tracks encumbrance in order that what you have on you can matter during forays far from villages. 4e has extensive combat rules. These are not inevitably at odds with flags, scene closure mechanics, attritional conditions, etc. Rather I'm interested in the playful/gameful divide you seemed to propose in your example. Expressing identity and revealing story were described to most matter to the player. To my reading, game rules were described to serve that ends, but not be crucial to it. The obvious question is - what happens in the absence of those rules? Is what matters to the player still successfully achieved. If so, why do they choose to play a game? One option is that while game play isn't central, it is supplemental in a way that inspires or elevates the play. What matters most is being shared playfully, but not developed gamefully. Unless the rules are indeed aligning "better with the sorts of player-side "prompts" that make sense for the game." But that returns to addressing with rules what's ludically-crux (in this case, rules that inspire and regulate the desired form of conversation.) [/QUOTE]
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