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<blockquote data-quote="Oni" data-source="post: 4875733" data-attributes="member: 380"><p>Yes, but who will you sell them to? Most likely someone who interested in fast cars, bikini models, and explosions. Now Parcheesi is really about the mechanics of the game, I submit that is not entirely the case in regards to rpgs. That rpgs are more about creating an experience, and in this case that experience is more likely to include fast cars, bikini models, and explosions than not because that was part of the motivating factor in its purchase. </p><p></p><p></p><p></p><p>I would say my second reason is harder to quantify perhaps, but I do not believe it is entirely without merit. I'm not sure your examples are very strong ones, because in such games the mechanics are the point of the game, where in a rpg the mechanics are a means to an end, a foundation to build something beyond the framework for resolution. While I certainly agree that the mechanics used will have an impact on play and push it in certain directions, the expectations of the players of the nature of the game will also inform how they approach it. If the artwork is dark and gritty and horror based the players will respond in kind, because that is expectation of play and the tone that has been set. If the artwork is light and heroic it basically give the player permission to respond in kind. Now depending how far the mechanics are from supporting the presented tone will strongly influence if that tone has legs or not, but I strongly feel that the initial presentation will influence how the game is attempted to be played and thus its effects will be felt at the table.</p></blockquote><p></p>
[QUOTE="Oni, post: 4875733, member: 380"] Yes, but who will you sell them to? Most likely someone who interested in fast cars, bikini models, and explosions. Now Parcheesi is really about the mechanics of the game, I submit that is not entirely the case in regards to rpgs. That rpgs are more about creating an experience, and in this case that experience is more likely to include fast cars, bikini models, and explosions than not because that was part of the motivating factor in its purchase. I would say my second reason is harder to quantify perhaps, but I do not believe it is entirely without merit. I'm not sure your examples are very strong ones, because in such games the mechanics are the point of the game, where in a rpg the mechanics are a means to an end, a foundation to build something beyond the framework for resolution. While I certainly agree that the mechanics used will have an impact on play and push it in certain directions, the expectations of the players of the nature of the game will also inform how they approach it. If the artwork is dark and gritty and horror based the players will respond in kind, because that is expectation of play and the tone that has been set. If the artwork is light and heroic it basically give the player permission to respond in kind. Now depending how far the mechanics are from supporting the presented tone will strongly influence if that tone has legs or not, but I strongly feel that the initial presentation will influence how the game is attempted to be played and thus its effects will be felt at the table. [/QUOTE]
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