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D&D isn't a simulation game, so what is???
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<blockquote data-quote="clearstream" data-source="post: 8619101" data-attributes="member: 71699"><p>Ah, good then. I mistakenly understood you to be putting the creativity of game designers in a separate category from the creativity of story writers. So that anything a game designer creates could not be based on imagined references beyond the mechanic itself (except where they can point to exact matches with pre-existing linear narratives.)</p><p></p><p>My take is that the game designers <em>imagined a world</em> that they felt was best represented by spells written on scrolls and consumed when used. A world that was just as valid imagined by Gygax or Arneson as it would have been by Dunsany or Leiber. Essentially, if the concern is that the game designers translated that world into forms accomodating the expected modes of consumption (or use), then every game mechanic under discussion suffers that objection.</p><p></p><p>The act of game design is an act of story-making: but rather than making one story in a world wholly controlled by the author, you are making every possible story that <em>others might tell </em>in that world. That is so effortful, that at present we experience a lot of limitations in what we can achieve. One take is that TTRPG designers have learned that it is more profitable to guide players to fabricate purposefully, than to provide that fabrication pre-authored for them.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8619101, member: 71699"] Ah, good then. I mistakenly understood you to be putting the creativity of game designers in a separate category from the creativity of story writers. So that anything a game designer creates could not be based on imagined references beyond the mechanic itself (except where they can point to exact matches with pre-existing linear narratives.) My take is that the game designers [I]imagined a world[/I] that they felt was best represented by spells written on scrolls and consumed when used. A world that was just as valid imagined by Gygax or Arneson as it would have been by Dunsany or Leiber. Essentially, if the concern is that the game designers translated that world into forms accomodating the expected modes of consumption (or use), then every game mechanic under discussion suffers that objection. The act of game design is an act of story-making: but rather than making one story in a world wholly controlled by the author, you are making every possible story that [I]others might tell [/I]in that world. That is so effortful, that at present we experience a lot of limitations in what we can achieve. One take is that TTRPG designers have learned that it is more profitable to guide players to fabricate purposefully, than to provide that fabrication pre-authored for them. [/QUOTE]
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