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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="John Dallman" data-source="post: 7839753" data-attributes="member: 6999616"><p>Except that isn't what they're doing. They're interested in the outcomes, not how they got there. They are strongly invested in the game world, but as a environment they experience via imagination, not via game mechanics.</p><p></p><p>You seem to be conflating three things, which to me are separate: </p><ul> <li data-xf-list-type="ul">Creating a roleplaying <em>story</em> or experiencing any sense of drama or stakes in the fiction</li> <li data-xf-list-type="ul">Mental satisfaction of spinning the wheels and cogs and levers of the GURPS machine</li> <li data-xf-list-type="ul">Emotional satisfaction that the game world has the highest possible levels of "similitude" and "fictional transparency."</li> </ul><p>The story, as experienced and modified by the players through the characters, is the mechanism for getting fun out of the time we spend playing RPGs. Satisfaction with the apparent verisimilitude of the game world contributes to that, because it means one can think clearly about the setting, and communicate clearly with the other players and the GM. The game mechanics are a means to an end, no more. </p><p></p><p>If you're determined to apply the model of GURPS players you've come up with to <em>all</em> GURPS players, I can't stop you. But I'm quite sure you're mistaken.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 7839753, member: 6999616"] Except that isn't what they're doing. They're interested in the outcomes, not how they got there. They are strongly invested in the game world, but as a environment they experience via imagination, not via game mechanics. You seem to be conflating three things, which to me are separate: [LIST] [*]Creating a roleplaying [I]story[/I] or experiencing any sense of drama or stakes in the fiction [*]Mental satisfaction of spinning the wheels and cogs and levers of the GURPS machine [*]Emotional satisfaction that the game world has the highest possible levels of "similitude" and "fictional transparency." [/LIST] The story, as experienced and modified by the players through the characters, is the mechanism for getting fun out of the time we spend playing RPGs. Satisfaction with the apparent verisimilitude of the game world contributes to that, because it means one can think clearly about the setting, and communicate clearly with the other players and the GM. The game mechanics are a means to an end, no more. If you're determined to apply the model of GURPS players you've come up with to [I]all[/I] GURPS players, I can't stop you. But I'm quite sure you're mistaken. [/QUOTE]
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