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Experiencing the fiction in RPG play
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<blockquote data-quote="Gorgon Zee" data-source="post: 7821925" data-attributes="member: 75787"><p>Yes, exactly — and you are treating them as different, saying one is privileged. My point is that there is no reason why one is more important than the other. You think that it’s fine to say “no-one can play a gnome”, but wrong to say “no-one can play a villain”. And there’s no a priori reason for that viewpoint.</p><p></p><p></p><p></p><p>Again, you make an assertion about other people’s play style unsupported by evidence. You seem to think that every narrative game must feature totally cooperative play. I have no idea why you’d think this as the extreme narrative games (Fiasco, Hillfolk) are highly adversarial, and mildly narrative games (e.g Fate) make inter-party conflict way easier than traditional simulation-style games.</p><p></p><p></p><p></p><p>Definitely small-s and -n : your quote “let the chips fall where they may” is basically the simulationist mantra — whereas the narrative player will not guide players away from something they know no-one will enjoy.</p><p></p><p></p><p></p><p>I’ve been running games for 30 years, expect to do so another 30. 50 is unlikely. But just because I play a lot doesn't mean I’m ok wasting time.</p><p></p><p>A style of play that says banning gnomes is fine, but setting a coherent style of play is bad is a risky thing. If you read this newsgroup you will rapidly see that disagreement over style of play is by far the most common reason for problems in a campaign. So saying that you think it’s a bad thing to address is counter to actual experience.</p><p></p><p>If you want only ever run one campaign, sure you can make all kind of mistakes, because after the first year you only have people who fit your style — or maybe you were lucky first time! You can waste a year of your 20 slowly reaching agreement on style.</p><p></p><p>Me, I prefer just to set that up front. That way I can immediately have fun and can run many campaigns with a range of people.</p><p></p><p>TLDR - a restriction on setting is not any different from a restriction in play style. Both limit player choice and your choice of what to restrict is just personal preference. However, evidence suggests restricting play style is a better tool for ensuring campaigns are fun for all.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7821925, member: 75787"] Yes, exactly — and you are treating them as different, saying one is privileged. My point is that there is no reason why one is more important than the other. You think that it’s fine to say “no-one can play a gnome”, but wrong to say “no-one can play a villain”. And there’s no a priori reason for that viewpoint. Again, you make an assertion about other people’s play style unsupported by evidence. You seem to think that every narrative game must feature totally cooperative play. I have no idea why you’d think this as the extreme narrative games (Fiasco, Hillfolk) are highly adversarial, and mildly narrative games (e.g Fate) make inter-party conflict way easier than traditional simulation-style games. Definitely small-s and -n : your quote “let the chips fall where they may” is basically the simulationist mantra — whereas the narrative player will not guide players away from something they know no-one will enjoy. I’ve been running games for 30 years, expect to do so another 30. 50 is unlikely. But just because I play a lot doesn't mean I’m ok wasting time. A style of play that says banning gnomes is fine, but setting a coherent style of play is bad is a risky thing. If you read this newsgroup you will rapidly see that disagreement over style of play is by far the most common reason for problems in a campaign. So saying that you think it’s a bad thing to address is counter to actual experience. If you want only ever run one campaign, sure you can make all kind of mistakes, because after the first year you only have people who fit your style — or maybe you were lucky first time! You can waste a year of your 20 slowly reaching agreement on style. Me, I prefer just to set that up front. That way I can immediately have fun and can run many campaigns with a range of people. TLDR - a restriction on setting is not any different from a restriction in play style. Both limit player choice and your choice of what to restrict is just personal preference. However, evidence suggests restricting play style is a better tool for ensuring campaigns are fun for all. [/QUOTE]
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