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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="Manbearcat" data-source="post: 8282041" data-attributes="member: 6696971"><p>Setting the structured play and focused Win Con of Monopoly against the relatively unstructured play and infinitely malleable Win Con of 5e doesn't move many units with me.</p><p></p><p>I mean, this fetishizing of the organization of the words "exciting" and "memorable" and "story" as some kind of potent principle that constrains and guides play is...well, its <em>something</em>. </p><p></p><p>"Story" can mean be interpreted several different ways:</p><p></p><p>* (Generic) Intentful Narrative.</p><p></p><p>* Narrative arc with rising/falling action/climax and some configuration of (in)coherent themes and characters with dramatic needs (or not).</p><p></p><p>* Reminiscing with other people long after you experienced something.</p><p></p><p>* Stuff that incidentally happened as a byproduct of other stuff.</p><p></p><p>* Other things that are some combination of all of the above.</p><p></p><p></p><p>And I mean...what is the inverse of "exciting" and "memorable"? What is the alternative organizing principle that 5e boldly pushed back against?</p><p></p><p>Hey guys...lets make a game where the organizing principle is to have an <strong>utterly dull</strong>, <strong>completely forgettable</strong>, thing where <strong>nothing happens by way of intent or even incidentally. We'll call it "sleep without dreams" or something.</strong></p><p></p><p>Bold choice 5e designers. Bold choice.</p><p></p><p>(That "organizing principle of play" is the most vanilla and malleable way of saying "know your audience, generate your own social contract, find your fun. (because we're terrified of another SKIP THE GATE GUARDS AND GET TO THE FUN scandal)." Which is exactly what [USER=16586]@Campbell[/USER] said it was; "curation"...because that is what it is. The rest of the game is where you'll find the actual design-work and figure out how this game hews to D&D of yore and how it differs from D&D of yore.)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8282041, member: 6696971"] Setting the structured play and focused Win Con of Monopoly against the relatively unstructured play and infinitely malleable Win Con of 5e doesn't move many units with me. I mean, this fetishizing of the organization of the words "exciting" and "memorable" and "story" as some kind of potent principle that constrains and guides play is...well, its [I]something[/I]. "Story" can mean be interpreted several different ways: * (Generic) Intentful Narrative. * Narrative arc with rising/falling action/climax and some configuration of (in)coherent themes and characters with dramatic needs (or not). * Reminiscing with other people long after you experienced something. * Stuff that incidentally happened as a byproduct of other stuff. * Other things that are some combination of all of the above. And I mean...what is the inverse of "exciting" and "memorable"? What is the alternative organizing principle that 5e boldly pushed back against? Hey guys...lets make a game where the organizing principle is to have an [B]utterly dull[/B], [B]completely forgettable[/B], thing where [B]nothing happens by way of intent or even incidentally. We'll call it "sleep without dreams" or something.[/B] Bold choice 5e designers. Bold choice. (That "organizing principle of play" is the most vanilla and malleable way of saying "know your audience, generate your own social contract, find your fun. (because we're terrified of another SKIP THE GATE GUARDS AND GET TO THE FUN scandal)." Which is exactly what [USER=16586]@Campbell[/USER] said it was; "curation"...because that is what it is. The rest of the game is where you'll find the actual design-work and figure out how this game hews to D&D of yore and how it differs from D&D of yore.) [/QUOTE]
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