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<blockquote data-quote="clearstream" data-source="post: 9463970" data-attributes="member: 71699"><p>One motive for preferring my framing is that it empowers a designer to say "given cue X has result on play Y, I can make choices about that cue with consequences for Y". A designer has more direct control over the cues they incorporate into their design than over any given eventual player. Emphasizing that link is worthwhile.</p><p></p><p>If I rightly characterise your argument in my #129 above, it's not in any direct contradiction with mine. You are focusing on features of the performance itself. I am focusing on features of the cues that inform that performance. That is because I want to be able to say something like "<em>When the game designer makes changes to the cues they incorporate into their text, that has the foreseeable consequence of changing the way their game normally plays at table.</em>" My claim is that it is distinctive of TTRPG play that the game text can be prescriptive without scripting the story precisely (as it is in other media). With the delightful consequences we've discussed elsewhere (the extension of play into the imagination, being one.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9463970, member: 71699"] One motive for preferring my framing is that it empowers a designer to say "given cue X has result on play Y, I can make choices about that cue with consequences for Y". A designer has more direct control over the cues they incorporate into their design than over any given eventual player. Emphasizing that link is worthwhile. If I rightly characterise your argument in my #129 above, it's not in any direct contradiction with mine. You are focusing on features of the performance itself. I am focusing on features of the cues that inform that performance. That is because I want to be able to say something like "[I]When the game designer makes changes to the cues they incorporate into their text, that has the foreseeable consequence of changing the way their game normally plays at table.[/I]" My claim is that it is distinctive of TTRPG play that the game text can be prescriptive without scripting the story precisely (as it is in other media). With the delightful consequences we've discussed elsewhere (the extension of play into the imagination, being one.) [/QUOTE]
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