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<blockquote data-quote="Manbearcat" data-source="post: 8165174" data-attributes="member: 6696971"><p>No I read you.</p><p></p><p>I know exactly what you're talking about. </p><p></p><p>I coined (I believe at least...I don't ever recollect seeing it before that) the term "<strong>Setting Tourism</strong>" (as one of the key aspects of this type of play) a long time ago for precisely the reasons you're outlining above (even using the analogy).</p><p></p><p>Couple questions:</p><p></p><p>1) Why do you not try to suss out "what is interesting" (that is, what is the premise and what are the themes and genre tropes of play) prior to play and have table time focus on that? Many games are systemitized precisely around this idea in order to deliver a consistently rewarding experience with respect to "what is interesting." My Life With Master is very different than Moldvay Basic D&D is very different from Dogs in the Vineyard is very different than Blades in the Dark is very different than Torchbearer is very different from D&D 4e is very different from Apocalypse World precisely because "what is interesting" is a foundational question that is asked and answered before starting.</p><p></p><p>What do you think you gain and what do you think you lose by not preemptively asking this?</p><p></p><p>2) Do you have a play excerpt in mind that you could share where your own play led to "the brother died (or some derivation of that theme)?" Not like a "story hour" but actually sharing with us what went on under the hood ("Brother Alive Beginning State" > action declarations > action resolution > GM evolution of fiction/gamestate change > rinse repeat until "Brother Dead End State"). </p><p></p><p>That would be helpful.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8165174, member: 6696971"] No I read you. I know exactly what you're talking about. I coined (I believe at least...I don't ever recollect seeing it before that) the term "[B]Setting Tourism[/B]" (as one of the key aspects of this type of play) a long time ago for precisely the reasons you're outlining above (even using the analogy). Couple questions: 1) Why do you not try to suss out "what is interesting" (that is, what is the premise and what are the themes and genre tropes of play) prior to play and have table time focus on that? Many games are systemitized precisely around this idea in order to deliver a consistently rewarding experience with respect to "what is interesting." My Life With Master is very different than Moldvay Basic D&D is very different from Dogs in the Vineyard is very different than Blades in the Dark is very different than Torchbearer is very different from D&D 4e is very different from Apocalypse World precisely because "what is interesting" is a foundational question that is asked and answered before starting. What do you think you gain and what do you think you lose by not preemptively asking this? 2) Do you have a play excerpt in mind that you could share where your own play led to "the brother died (or some derivation of that theme)?" Not like a "story hour" but actually sharing with us what went on under the hood ("Brother Alive Beginning State" > action declarations > action resolution > GM evolution of fiction/gamestate change > rinse repeat until "Brother Dead End State"). That would be helpful. [/QUOTE]
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