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Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Starfox" data-source="post: 5160228" data-attributes="member: 2303"><p>In replying here, I have to contradict you for the sake of the discussion. I don't do that from contrariness or because I think your thesis as a whole is wrong, but because I find it interesting and worthy of discussion. I just wanted to say this so that my adverse stance to details is not take as a refusal of the basic premise - which I find interesting but unproven, certainly worthy of discussion and consideration.</p><p></p><p>I was off on a tangent at the start, responding to Celebrim's response to Obryn's post rather than to the original post- and yet such a complex argument as Celebrim makes stands and falls with its base assumptions.</p><p></p><p></p><p></p><p>The point when this is true is the point where I lose interest in the game.</p><p></p><p></p><p></p><p>Basically, I agree with this rebuttal. I agree that in general a role-playing session is about resolving an event successfully. I only submit that in order to be fun to me, a game must have meaningful choices. If it isn't fun, the whole discussion is moot.</p><p></p><p>(Yes, it is possible to have a "doomed" story/game, where the task of the players is to portray their characters response to the inevitable and unavoidable doom - and to make their play more exiting, the inevitably of failure could be hidden from the players. This sounds like a convention scenario at a typical Swedish gaming convention from the 1990s - D&D and problem resolution scenarios were not big at Swedish conventions. But this is a special case and could be said to be a "bait and switch" trick pulled by the GM.)</p></blockquote><p></p>
[QUOTE="Starfox, post: 5160228, member: 2303"] In replying here, I have to contradict you for the sake of the discussion. I don't do that from contrariness or because I think your thesis as a whole is wrong, but because I find it interesting and worthy of discussion. I just wanted to say this so that my adverse stance to details is not take as a refusal of the basic premise - which I find interesting but unproven, certainly worthy of discussion and consideration. I was off on a tangent at the start, responding to Celebrim's response to Obryn's post rather than to the original post- and yet such a complex argument as Celebrim makes stands and falls with its base assumptions. The point when this is true is the point where I lose interest in the game. Basically, I agree with this rebuttal. I agree that in general a role-playing session is about resolving an event successfully. I only submit that in order to be fun to me, a game must have meaningful choices. If it isn't fun, the whole discussion is moot. (Yes, it is possible to have a "doomed" story/game, where the task of the players is to portray their characters response to the inevitable and unavoidable doom - and to make their play more exiting, the inevitably of failure could be hidden from the players. This sounds like a convention scenario at a typical Swedish gaming convention from the 1990s - D&D and problem resolution scenarios were not big at Swedish conventions. But this is a special case and could be said to be a "bait and switch" trick pulled by the GM.) [/QUOTE]
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