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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="clearstream" data-source="post: 9085306" data-attributes="member: 71699"><p>So this is how I see it. Sim is essentially playful investigation. The end result is elevated appreciation. A group could decide to use a detailed model, or they could achieve it in markedly different ways. This is a shaking-off of traditional fetters on sim (has to be low-energy, has to be into nitty-gritty, and so forth. Sim is directed, interested.</p><p></p><p>Tourism is about what happens in the moment. Letting it all wash over you. Delight in being and experiencing. I think it has to be separated out to make room for a kind of play folk sometimes prefer. This has yet to be worked through, but I believe the distinction is going to be directly analogous to the story-telling / story-creating dichotomy. If those aren't the same thing, then neither is tourism / sim.</p><p></p><p></p><p>Agreed, the goal isn't to ignore distinctions, but to free oneself from any assumptions of inevitable conflict. (I'm not saying you have any!) For one thing, such assumptions lack robust empirical evidence. I like the charcuterie analogy: not least because it helps us see that differing tastes, too, will play a part.</p><p></p><p></p><p><strong>Construction-and-Perfection</strong></p><p>Perfection is the neurotic satisfaction in a tidy or controlled game state. Construction includes constructing a collection, and is found in all the places that players can make a choice to achieve a satisfying neatness and completeness. In RPG, it's noticeable in choices on offer in a system that "click" together. It can be mistaken for a concern for balance, where it is in fact concern for preservation and fulfillment of pattern. This is a powerful purpose that almost every game is designed to satisfy to some extent. Class-based designs, magic items, features that "click" together... and so on.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9085306, member: 71699"] So this is how I see it. Sim is essentially playful investigation. The end result is elevated appreciation. A group could decide to use a detailed model, or they could achieve it in markedly different ways. This is a shaking-off of traditional fetters on sim (has to be low-energy, has to be into nitty-gritty, and so forth. Sim is directed, interested. Tourism is about what happens in the moment. Letting it all wash over you. Delight in being and experiencing. I think it has to be separated out to make room for a kind of play folk sometimes prefer. This has yet to be worked through, but I believe the distinction is going to be directly analogous to the story-telling / story-creating dichotomy. If those aren't the same thing, then neither is tourism / sim. Agreed, the goal isn't to ignore distinctions, but to free oneself from any assumptions of inevitable conflict. (I'm not saying you have any!) For one thing, such assumptions lack robust empirical evidence. I like the charcuterie analogy: not least because it helps us see that differing tastes, too, will play a part. [B]Construction-and-Perfection[/B] Perfection is the neurotic satisfaction in a tidy or controlled game state. Construction includes constructing a collection, and is found in all the places that players can make a choice to achieve a satisfying neatness and completeness. In RPG, it's noticeable in choices on offer in a system that "click" together. It can be mistaken for a concern for balance, where it is in fact concern for preservation and fulfillment of pattern. This is a powerful purpose that almost every game is designed to satisfy to some extent. Class-based designs, magic items, features that "click" together... and so on. [/QUOTE]
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