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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8165342"><p>I don't' know what to tell you. I think Rob got a lot of what I was trying to get at. I enjoy Moldvay, I like Stars without Numbers, but those are are not the end all be all either in terms of conceptions of play (though I do think Stars without Numbers has a great GM section). There may be a fundamental communication issue. I would never use language like feedback loop in talking about the kind of play I do (not saying feedback loops are absent, the language here seems kind of alien to me). To me the point is to bring worlds and genres to life, to give players a sense of being there, and to give them a sense of being autonomous in the setting, not railroaded by what the GM wants. What this leads to, I think, is the ability to have characters who live out meaningful lives in the setting (and not in a simulationist sense, perhaps more in the sense of an ongoing television series, that can span generations). I think it is an approach that might draw from genres but often feels more like history or a saga. When I was running my very long wuxia campaigns for example (at the moment I am running shorter ones due to what I am working on) I was very much thinking of things like the Condor Heroes trilogy, where you start with one set of characters, and then move to the next generation, then the next, in a world that is changing but also retains many of the same pillars (it is set against the Mongolian Invasion of China and deals with the martial heroes and sects working with and fighting against that invasion). So my focus was a campaign where you had this evolving martial landscape </p><p></p><p>That said I do work with design principles in mind. But I don't think they are the sort of design principles that would have much currency with many of the posters here. I am not much of an RPG theorist. My focus is always on what works at the table.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8165342"] I don't' know what to tell you. I think Rob got a lot of what I was trying to get at. I enjoy Moldvay, I like Stars without Numbers, but those are are not the end all be all either in terms of conceptions of play (though I do think Stars without Numbers has a great GM section). There may be a fundamental communication issue. I would never use language like feedback loop in talking about the kind of play I do (not saying feedback loops are absent, the language here seems kind of alien to me). To me the point is to bring worlds and genres to life, to give players a sense of being there, and to give them a sense of being autonomous in the setting, not railroaded by what the GM wants. What this leads to, I think, is the ability to have characters who live out meaningful lives in the setting (and not in a simulationist sense, perhaps more in the sense of an ongoing television series, that can span generations). I think it is an approach that might draw from genres but often feels more like history or a saga. When I was running my very long wuxia campaigns for example (at the moment I am running shorter ones due to what I am working on) I was very much thinking of things like the Condor Heroes trilogy, where you start with one set of characters, and then move to the next generation, then the next, in a world that is changing but also retains many of the same pillars (it is set against the Mongolian Invasion of China and deals with the martial heroes and sects working with and fighting against that invasion). So my focus was a campaign where you had this evolving martial landscape That said I do work with design principles in mind. But I don't think they are the sort of design principles that would have much currency with many of the posters here. I am not much of an RPG theorist. My focus is always on what works at the table. [/QUOTE]
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