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*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
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<blockquote data-quote="Neonchameleon" data-source="post: 6062561" data-attributes="member: 87792"><p>My view is that most players are beer and pretzels players who want to do something fun and light with friends and don't want to put <em>too</em> much into the game. But for getting story front and centre, have you had a look at Marvel Heroic Roleplaying? It makes even FATE look like a first draft this way.Simulationism simply has the lowest barrier to entry. You don't need to work at all to get your head round simulationist mechanics, which means it's easiest to get them to an intuitive standard - and you can play anything in a simulationist game. Gamist games don't appreciate being used as part of a different game and narrativist games point to a specific type of narrative. One place I fundamentally disagree with Ron Edwards is that I distrust purity - purity of anything means that you're locking people out, and simulationism locks out the fewest because you can add a strong splash of gamism through plot and a strong splash of narrative if you want it. The incoherence in objective Ron Edwards rails against is a strength, not a weakness.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6062561, member: 87792"] My view is that most players are beer and pretzels players who want to do something fun and light with friends and don't want to put [i]too[/i] much into the game. But for getting story front and centre, have you had a look at Marvel Heroic Roleplaying? It makes even FATE look like a first draft this way.Simulationism simply has the lowest barrier to entry. You don't need to work at all to get your head round simulationist mechanics, which means it's easiest to get them to an intuitive standard - and you can play anything in a simulationist game. Gamist games don't appreciate being used as part of a different game and narrativist games point to a specific type of narrative. One place I fundamentally disagree with Ron Edwards is that I distrust purity - purity of anything means that you're locking people out, and simulationism locks out the fewest because you can add a strong splash of gamism through plot and a strong splash of narrative if you want it. The incoherence in objective Ron Edwards rails against is a strength, not a weakness. [/QUOTE]
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Doing it wrong Part 1: Taking the dragon out of the dungeon
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