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General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="Celebrim" data-source="post: 8804989" data-attributes="member: 4937"><p>Wraith was in some ways the most impressive rule book I've ever read to this day. And it was at the same time, a game I recognized as unplayable as written and therefore probably a failure as a game. Reading Wraith was when I formulated my ideas about examples of play and processes of play being as important or more important than the rules. The game Wraith was describing was effectively only playable as a single player game - one PC and one Storyteller. It wasn't inherently social. It wasn't clear what any two ghosts would want with each other or even if they would see each other. If the PC's really worked hard they could have created ghosts whose lives had been connected in some way, but the text did hard push players in that direction.</p><p></p><p> And on top of that it was totally alien. It required a fantastic imagination to realize the seeming intention, because the characters it was describing were actually dead and static and past the apparent end of their story arcs. And on top of that they were probably insane. Which is all good for describing a world of undead, but again doesn't make it likely you'll find a group that can play it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8804989, member: 4937"] Wraith was in some ways the most impressive rule book I've ever read to this day. And it was at the same time, a game I recognized as unplayable as written and therefore probably a failure as a game. Reading Wraith was when I formulated my ideas about examples of play and processes of play being as important or more important than the rules. The game Wraith was describing was effectively only playable as a single player game - one PC and one Storyteller. It wasn't inherently social. It wasn't clear what any two ghosts would want with each other or even if they would see each other. If the PC's really worked hard they could have created ghosts whose lives had been connected in some way, but the text did hard push players in that direction. And on top of that it was totally alien. It required a fantastic imagination to realize the seeming intention, because the characters it was describing were actually dead and static and past the apparent end of their story arcs. And on top of that they were probably insane. Which is all good for describing a world of undead, but again doesn't make it likely you'll find a group that can play it. [/QUOTE]
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