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Difference From 10 Years Ago?
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<blockquote data-quote="Balesir" data-source="post: 6181558" data-attributes="member: 27160"><p>In my case neither, but I think it depends very much how you approach the whole thing.</p><p></p><p>After reading the Forge stuff I hardly changed my game-time behaviour at all, at first. I just started to look at my playing experiences and consider more deeply what I was finding engaging about them, and why. When I came to GM, one outcome was that I selected some games to try that I probably would not have otherwise (or maybe I would - I was feeling a bit dissatisfied with the games I was playing at the time). Perhaps the most important, though, was that I started to think hard about what it was I expected the <em><strong>players</strong></em> to be actually <em><strong>doing</strong></em> in the game. If they were intended to just be there as tourists in a plot and setting that I presented to them, I considered that unsatisfactory. Ironically, I don't any longer consider this to be (necessarily) the case - but if it's happening, it had better darned well be intentional, not happening out of a lazy assumption that "this is what roleplaying is".</p><p></p><p>I have found that some folks seem to think of Forge theory as some sort of "weapon", and this can be quite damaging. This applies to both "pros" and "antis"; they seem to think it's something either that they can use to prove they are "right" or that threatens their own particular outlook on gaming. I take the view that if my own opinions don't get challenged from time to time they aren't worth holding, but some folk seem very protective of theirs. I would dismiss it as "diff'rent strokes" if I didn't perceive it as so damaging.</p><p></p><p>Nowadays I find the Forge stuff a useful perspective. It helps me identify bits of rules that don't mesh well with what I'm trying to achieve, and it helps me diagnose why things aren't working the way I thought they would. It's not a panacaea, by any means, but I find it to be one of a very few really thoughful contributions on what makes roleplaying games "tick" under the bonnet (or 'hood', for you Americans <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ).</p></blockquote><p></p>
[QUOTE="Balesir, post: 6181558, member: 27160"] In my case neither, but I think it depends very much how you approach the whole thing. After reading the Forge stuff I hardly changed my game-time behaviour at all, at first. I just started to look at my playing experiences and consider more deeply what I was finding engaging about them, and why. When I came to GM, one outcome was that I selected some games to try that I probably would not have otherwise (or maybe I would - I was feeling a bit dissatisfied with the games I was playing at the time). Perhaps the most important, though, was that I started to think hard about what it was I expected the [I][B]players[/B][/I] to be actually [I][B]doing[/B][/I] in the game. If they were intended to just be there as tourists in a plot and setting that I presented to them, I considered that unsatisfactory. Ironically, I don't any longer consider this to be (necessarily) the case - but if it's happening, it had better darned well be intentional, not happening out of a lazy assumption that "this is what roleplaying is". I have found that some folks seem to think of Forge theory as some sort of "weapon", and this can be quite damaging. This applies to both "pros" and "antis"; they seem to think it's something either that they can use to prove they are "right" or that threatens their own particular outlook on gaming. I take the view that if my own opinions don't get challenged from time to time they aren't worth holding, but some folk seem very protective of theirs. I would dismiss it as "diff'rent strokes" if I didn't perceive it as so damaging. Nowadays I find the Forge stuff a useful perspective. It helps me identify bits of rules that don't mesh well with what I'm trying to achieve, and it helps me diagnose why things aren't working the way I thought they would. It's not a panacaea, by any means, but I find it to be one of a very few really thoughful contributions on what makes roleplaying games "tick" under the bonnet (or 'hood', for you Americans ;) ). [/QUOTE]
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