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<blockquote data-quote="Campbell" data-source="post: 7809433" data-attributes="member: 16586"><p>I am using the best language I know how to communicate my thoughts and feelings. I have tried to clearly define what I mean when I use that terminology. I am trying to make a distinction between game play where the decisions we make and how we resolve what happens in the ongoing narrative of the game is firmly grounded in the details of that narrative and game play where we are making decisions and resolving what happens in narrative based on discrete game mechanics that we choose to invoke even if we make it pretty with colorful descriptions.</p><p></p><p>I am not trying to argue against goal and approach. As a technique and approach to play I find it quite useful. I regularly run a game that uses similar techniques across the whole spectrum of play. It is how I handle noncombat situations when I run Fifth Edition. I just do not see how it meaningfully applies to discrete mechanics. I want to keep the conversation grounded in the actual process of play. How we actually make judgments about what happens in the narrative - not what we could do in theory. Real fundamental nose to ground GM techniques.</p><p></p><p>I feel you are stretching the definition when you do not have to. Nothing breaks down if combat functions differently. How could it not? It involves a host of mechanics that alter the way we interface with the game from both sides of the screen. It brings in a bunch of considerations that are not directly related to what is happening in the narrative that affect the decisions and judgments we make. </p><p></p><p>This seems clear as day to me and its an earnest opinion. It's not formed out of any particular stake in whatever battle is going on here. It's also based on actual time behind the screen running this game.</p><p></p><p>From where I am sitting you guys are damn quick to condemn Ron Edwards, but you are exhibiting some of the worst of his behavior. The dude had and continue to have some great ideas, but he gets so fixated on his own ideas that he bludgeons people with them instead of trying to engage with them. This insistence on what words people are allowed to use instead of trying to understand the ideas behind them is also one of dude's worst traits. He made Sorcerer so I forgive him, but man this conversation sure is like the Forge and I do not like it.</p><p></p><p>Can't we please just talk about the actual process of play and the things that inform our decisions without it being a pissing contest?</p></blockquote><p></p>
[QUOTE="Campbell, post: 7809433, member: 16586"] I am using the best language I know how to communicate my thoughts and feelings. I have tried to clearly define what I mean when I use that terminology. I am trying to make a distinction between game play where the decisions we make and how we resolve what happens in the ongoing narrative of the game is firmly grounded in the details of that narrative and game play where we are making decisions and resolving what happens in narrative based on discrete game mechanics that we choose to invoke even if we make it pretty with colorful descriptions. I am not trying to argue against goal and approach. As a technique and approach to play I find it quite useful. I regularly run a game that uses similar techniques across the whole spectrum of play. It is how I handle noncombat situations when I run Fifth Edition. I just do not see how it meaningfully applies to discrete mechanics. I want to keep the conversation grounded in the actual process of play. How we actually make judgments about what happens in the narrative - not what we could do in theory. Real fundamental nose to ground GM techniques. I feel you are stretching the definition when you do not have to. Nothing breaks down if combat functions differently. How could it not? It involves a host of mechanics that alter the way we interface with the game from both sides of the screen. It brings in a bunch of considerations that are not directly related to what is happening in the narrative that affect the decisions and judgments we make. This seems clear as day to me and its an earnest opinion. It's not formed out of any particular stake in whatever battle is going on here. It's also based on actual time behind the screen running this game. From where I am sitting you guys are damn quick to condemn Ron Edwards, but you are exhibiting some of the worst of his behavior. The dude had and continue to have some great ideas, but he gets so fixated on his own ideas that he bludgeons people with them instead of trying to engage with them. This insistence on what words people are allowed to use instead of trying to understand the ideas behind them is also one of dude's worst traits. He made Sorcerer so I forgive him, but man this conversation sure is like the Forge and I do not like it. Can't we please just talk about the actual process of play and the things that inform our decisions without it being a pissing contest? [/QUOTE]
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