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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="EzekielRaiden" data-source="post: 9088593" data-attributes="member: 6790260"><p>So, what it sounds like you're saying is, the loop repeats until the players are satisfied there is nothing more to add, and then you just move on, or you produce a setting ("faux non-fiction style") which is then presumably meant to act as a facilitator for a different form of play.</p><p></p><p>I think what I'm catching on here is, that "and then it just ends" is a mild problem on its own, but it becomes a major problem when the only other alternative is "produce a setting." That is, something "just ending" can be okay, though the lack of continuation or supplemental sharing ("swapping campaign stories" as I referenced above) means there's little reason to form communities and share within them, which is <em>vital</em> for something like this to truly take flight. </p><p></p><p>But if the only alternative to "just ending" is to create something where the fundamental purpose is to facilitate some <em>other</em> form of play, that's going to incline people to think that this "Tourism" thing is merely prelude for the "real" narrative and/or gamist game experience. It just sounds like there's a big risk that [USER=71699]@clearstream[/USER]'s frustration about sim being devalued relative to the other approaches will continue, just in a new form; rather than "oh X can't do that," it becomes "oh, sure, X does that, but only as a prelude to something else." Given previous statements, it sounds like that whole thing of seeing sim as a means to some other end, rather than an end in itself, is a problem they'd like to solve.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9088593, member: 6790260"] So, what it sounds like you're saying is, the loop repeats until the players are satisfied there is nothing more to add, and then you just move on, or you produce a setting ("faux non-fiction style") which is then presumably meant to act as a facilitator for a different form of play. I think what I'm catching on here is, that "and then it just ends" is a mild problem on its own, but it becomes a major problem when the only other alternative is "produce a setting." That is, something "just ending" can be okay, though the lack of continuation or supplemental sharing ("swapping campaign stories" as I referenced above) means there's little reason to form communities and share within them, which is [I]vital[/I] for something like this to truly take flight. But if the only alternative to "just ending" is to create something where the fundamental purpose is to facilitate some [I]other[/I] form of play, that's going to incline people to think that this "Tourism" thing is merely prelude for the "real" narrative and/or gamist game experience. It just sounds like there's a big risk that [USER=71699]@clearstream[/USER]'s frustration about sim being devalued relative to the other approaches will continue, just in a new form; rather than "oh X can't do that," it becomes "oh, sure, X does that, but only as a prelude to something else." Given previous statements, it sounds like that whole thing of seeing sim as a means to some other end, rather than an end in itself, is a problem they'd like to solve. [/QUOTE]
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