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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Krensky" data-source="post: 5462883" data-attributes="member: 30936"><p>As long you subscribe to Ron Edward's and Forge-esk non-sensical, quasi-academic redefinition of terms away from their natural language meanings, that's the case.</p><p></p><p>A narrative game is focused on storytelling and emulating the flow and feel of one, often at the expense of 'realism' or game balance. TORG, Paranoia, and Feng Shui are good examples. D6 Star Wars was very good at this too.</p><p></p><p>A gamist is focused on being a game, and often sacrifices support for narrative flow and realism for this. D&D in all it's stripes, but 4e provides an extreme example.</p><p></p><p>A simulationist game is focused on simulating a (often, nominally, our) reality. GURPS, Rolemaster, and Traveler are good examples.</p><p></p><p>These are the definitions I learned and were in common usage back on USENET before Ron Edwards started redefining them away from natural language meanings into his quasi-academic jargon.</p><p></p><p></p><p></p><p>It's gamist because it's focused being a game and not on emulating a story or simulating a world.</p><p></p><p>But as long as some of us are using the natural language, pre-Forge definitions of the terms and you keep on using Forge-based non-sensical redefinitions where what someone not steeped in their weird ideas calls a narrative style is redefined as something else so narrative can mean a third thing we'e not going to get anywhere.</p><p></p><p>Try making your arguments without Forge based word salad and we can try again.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5462883, member: 30936"] As long you subscribe to Ron Edward's and Forge-esk non-sensical, quasi-academic redefinition of terms away from their natural language meanings, that's the case. A narrative game is focused on storytelling and emulating the flow and feel of one, often at the expense of 'realism' or game balance. TORG, Paranoia, and Feng Shui are good examples. D6 Star Wars was very good at this too. A gamist is focused on being a game, and often sacrifices support for narrative flow and realism for this. D&D in all it's stripes, but 4e provides an extreme example. A simulationist game is focused on simulating a (often, nominally, our) reality. GURPS, Rolemaster, and Traveler are good examples. These are the definitions I learned and were in common usage back on USENET before Ron Edwards started redefining them away from natural language meanings into his quasi-academic jargon. It's gamist because it's focused being a game and not on emulating a story or simulating a world. But as long as some of us are using the natural language, pre-Forge definitions of the terms and you keep on using Forge-based non-sensical redefinitions where what someone not steeped in their weird ideas calls a narrative style is redefined as something else so narrative can mean a third thing we'e not going to get anywhere. Try making your arguments without Forge based word salad and we can try again. [/QUOTE]
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