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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="EzekielRaiden" data-source="post: 9085616" data-attributes="member: 6790260"><p>This sounds outside my (intended) purview. (Trying for brevity for once!)</p><p></p><p>"Elevated appreciation" sounds like Conceit & Emulation. "Tourism" <em>itself</em> as Conceit: visiting another world. Narnia, Barsoom, a zillion isekai anime. It's widespread, popular, and separate. C|E covers a <em>lot</em> of ground, 'cause "Conceit" is diverse, just as "Genre Fiction" is.</p><p></p><p>You can have high-energy "process" sim, it just isn't common (without computer help). Further, "process" sim focuses on accuracy, specificity, science-like predictability. It's about having a process that preserves...I guess "authenticity." Hence my comparison to "grand stategy" games, but also flight sims (ideal: authentic, cockpit-like controls/setup.)</p><p></p><p>Tourism, as Conceit, seems less about this authenticity, more about tactile, sensory stuff. You imagine <em>really</em> smelling the spices and camels, <em>really</em> hearing the music, <em>really</em> feeling hot desert winds. Etc. For this sensory feel to linger long, things must stay light, quick. G|S is highly compatible <em>if</em>, as you say, it doesn't bog down. S|A mixes poorly with the Tourism Conceit; V|I it depends.</p><p></p><p>Don't see the "story-telling"/"story-creating" distinction. They sound synonymous.</p><p></p><p></p><p>Classification's prime utility is focus and direction. I have always said my "purposes" are miscible (albeit variably.) I'd rather avoid over-emphasis on mixing, if only because it's <em>new</em>. Bright colors for now; blends for later. Nuance is like salt. Adding? Easy. Removing excess? <em>Hard</em>.</p><p></p><p>Glad you like the food analogy (perhaps a first? Hah.) As said, mixing is great--but serving multiple masters has costs.</p><p></p><p></p><p><em>Definitely</em> outside my (intended) purview. Too meta, too universal. As you say, almost every game. That's a problem: not a <em>target</em> to shoot at, but <em>better archery</em>.</p><p></p><p>Can an overall bad design still have this? Can a truly excellent design <em>lack</em> it? I argue no on both.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9085616, member: 6790260"] This sounds outside my (intended) purview. (Trying for brevity for once!) "Elevated appreciation" sounds like Conceit & Emulation. "Tourism" [I]itself[/I] as Conceit: visiting another world. Narnia, Barsoom, a zillion isekai anime. It's widespread, popular, and separate. C|E covers a [I]lot[/I] of ground, 'cause "Conceit" is diverse, just as "Genre Fiction" is. You can have high-energy "process" sim, it just isn't common (without computer help). Further, "process" sim focuses on accuracy, specificity, science-like predictability. It's about having a process that preserves...I guess "authenticity." Hence my comparison to "grand stategy" games, but also flight sims (ideal: authentic, cockpit-like controls/setup.) Tourism, as Conceit, seems less about this authenticity, more about tactile, sensory stuff. You imagine [I]really[/I] smelling the spices and camels, [I]really[/I] hearing the music, [I]really[/I] feeling hot desert winds. Etc. For this sensory feel to linger long, things must stay light, quick. G|S is highly compatible [I]if[/I], as you say, it doesn't bog down. S|A mixes poorly with the Tourism Conceit; V|I it depends. Don't see the "story-telling"/"story-creating" distinction. They sound synonymous. Classification's prime utility is focus and direction. I have always said my "purposes" are miscible (albeit variably.) I'd rather avoid over-emphasis on mixing, if only because it's [I]new[/I]. Bright colors for now; blends for later. Nuance is like salt. Adding? Easy. Removing excess? [I]Hard[/I]. Glad you like the food analogy (perhaps a first? Hah.) As said, mixing is great--but serving multiple masters has costs. [I]Definitely[/I] outside my (intended) purview. Too meta, too universal. As you say, almost every game. That's a problem: not a [I]target[/I] to shoot at, but [I]better archery[/I]. Can an overall bad design still have this? Can a truly excellent design [I]lack[/I] it? I argue no on both. [/QUOTE]
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