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General Tabletop Discussion
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Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="Thomas Shey" data-source="post: 8808148" data-attributes="member: 7026617"><p>The issue is that I think you need to recognize there are a lot of people who want <em>some</em> conformity to genre, but not necessarily the degree of stylization to strongly encourage that. That there's more than one set of concerns in play, and the compromises to have those was considered acceptable. </p><p></p><p></p><p>The example I usual give is <em>Champions</em>. Champions is not a superhero game that tries to go hard-in on making sure all the beats of the superhero genre are followed for a number of different reasons including gamist concerns, its age, and others. But contrary to what some people will try to claim, it doesn't ignore genre conventions completely, either (elements of the damage system lean into that fairly hard, which can actually be an issue when the system is being used for other genres).</p><p></p><p>So a Champions game is going to produce results that look pretty well like a superhero fiction when zoomed out, but it may not always look like one when zoomed in or examined in detail, because of the compromise in design. And that's not an error if you want those elements.</p><p></p><p>But because those elements are present, you don't get salty about the fact sometimes design elements will produce results you may not have wanted because you were serving multiple masters; you either accept it or fix them.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8808148, member: 7026617"] The issue is that I think you need to recognize there are a lot of people who want [I]some[/I] conformity to genre, but not necessarily the degree of stylization to strongly encourage that. That there's more than one set of concerns in play, and the compromises to have those was considered acceptable. The example I usual give is [I]Champions[/I]. Champions is not a superhero game that tries to go hard-in on making sure all the beats of the superhero genre are followed for a number of different reasons including gamist concerns, its age, and others. But contrary to what some people will try to claim, it doesn't ignore genre conventions completely, either (elements of the damage system lean into that fairly hard, which can actually be an issue when the system is being used for other genres). So a Champions game is going to produce results that look pretty well like a superhero fiction when zoomed out, but it may not always look like one when zoomed in or examined in detail, because of the compromise in design. And that's not an error if you want those elements. But because those elements are present, you don't get salty about the fact sometimes design elements will produce results you may not have wanted because you were serving multiple masters; you either accept it or fix them. [/QUOTE]
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