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Character play vs Player play
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<blockquote data-quote="Neonchameleon" data-source="post: 6430529" data-attributes="member: 87792"><p>I see things somewhat differently.</p><p></p><p>G: Things that the community the Forge came from (White Wolf would-be fans who found the games didn't deliver on their promises) thought were deeply uncool but Edwards thought they should at least respect. In this he was right and succesful.</p><p></p><p>N: What the Forge was actually interested in, having found White Wolf games were not fit for purpose. And The Forge was stunningly successful at creating this type of game to the point that most of the early Forge on the subject is a lot less illuminating than a single playthrough of Fiasco and one of My Life With Master or Monsterhearts. (I'm not saying it was valueless at the time - just that we've moved far beyond that - Forge Narrativism's obsolescence is due to its success).</p><p></p><p>S: Everything else. Genre-sims with semi-abstract mechanics like Marvel Heroic Roleplaying aren't remotely the same as Process-sims like GURPS. If anything this was a category made for the jumbled mish-mash of good ideas and poor execution that was Vampire: the Masquerade and even AD&D 2E.</p><p></p><p>And what the theory doesn't account for is that incoherence and flexibility are not the same thing - but look very like each other unless you are careful.</p><p></p><p></p><p></p><p>As with any theory or philosophy that isn't auto-winnowing (and the only auto-winnowing examples I can think of are things like mathematics where you need direct validation).</p><p></p><p></p><p></p><p>Here we agree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6430529, member: 87792"] I see things somewhat differently. G: Things that the community the Forge came from (White Wolf would-be fans who found the games didn't deliver on their promises) thought were deeply uncool but Edwards thought they should at least respect. In this he was right and succesful. N: What the Forge was actually interested in, having found White Wolf games were not fit for purpose. And The Forge was stunningly successful at creating this type of game to the point that most of the early Forge on the subject is a lot less illuminating than a single playthrough of Fiasco and one of My Life With Master or Monsterhearts. (I'm not saying it was valueless at the time - just that we've moved far beyond that - Forge Narrativism's obsolescence is due to its success). S: Everything else. Genre-sims with semi-abstract mechanics like Marvel Heroic Roleplaying aren't remotely the same as Process-sims like GURPS. If anything this was a category made for the jumbled mish-mash of good ideas and poor execution that was Vampire: the Masquerade and even AD&D 2E. And what the theory doesn't account for is that incoherence and flexibility are not the same thing - but look very like each other unless you are careful. As with any theory or philosophy that isn't auto-winnowing (and the only auto-winnowing examples I can think of are things like mathematics where you need direct validation). Here we agree :) [/QUOTE]
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