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How do you define "Heartbreaker?"
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<blockquote data-quote="...m..." data-source="post: 9830447" data-attributes="member: 7054003"><p>...well if you take it from <a href="http://www.indie-rpgs.com/articles/9/" target="_blank">the source</a>, here are his four distilled nuggets of definition...</p><ul> <li data-xf-list-type="ul">None them demonstrate critical perspective regarding role-playing techniques. The authors played Old D&D, and their decisions demonstrate patch rules, unquestioned assumptions, and "innovations" all founded on this single template.</li> <li data-xf-list-type="ul">They all represent the same solutions to problems in the design of D&D, especially in terms of generating a functional Gamist/Simulationist hybrid.</li> <li data-xf-list-type="ul">The games have one great idea buried in them somewhere. They are not "only" AD&D knockoffs and hodgepodges of house rules; they are products of actual play, love for the medium, and <em>determined creativity</em>.</li> </ul> <p style="margin-left: 20px">"That's why they break my heart, because the nuggets are so buried and bemired within all the painful material I listed above."</p> <ul> <li data-xf-list-type="ul">It is killing, just killing, to contemplate the authors' naivete about the actual market and nature of RPGs as a business.</li> </ul> <p style="margin-left: 20px">"Economics is the second reason that these games break my heart: basically, they were and are doomed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It is not fair to dismiss the games as sucky - they deserve better than that, and no one is going to give them fair play and critical attention unless we do it. Those nuggets of innovation might penetrate our minds, via play, in a way that prompts further insight."</p><p></p><p>...i think there's an element of each popular interpretation in his essay...</p></blockquote><p></p>
[QUOTE="...m..., post: 9830447, member: 7054003"] ...well if you take it from [URL='http://www.indie-rpgs.com/articles/9/']the source[/URL], here are his four distilled nuggets of definition... [LIST] [*]None them demonstrate critical perspective regarding role-playing techniques. The authors played Old D&D, and their decisions demonstrate patch rules, unquestioned assumptions, and "innovations" all founded on this single template. [*]They all represent the same solutions to problems in the design of D&D, especially in terms of generating a functional Gamist/Simulationist hybrid. [*]The games have one great idea buried in them somewhere. They are not "only" AD&D knockoffs and hodgepodges of house rules; they are products of actual play, love for the medium, and [I]determined creativity[/I]. [/LIST] [INDENT]"That's why they break my heart, because the nuggets are so buried and bemired within all the painful material I listed above."[/INDENT] [LIST] [*]It is killing, just killing, to contemplate the authors' naivete about the actual market and nature of RPGs as a business. [/LIST] [INDENT]"Economics is the second reason that these games break my heart: basically, they were and are doomed.[/INDENT] [INDENT][/INDENT] [INDENT]It is not fair to dismiss the games as sucky - they deserve better than that, and no one is going to give them fair play and critical attention unless we do it. Those nuggets of innovation might penetrate our minds, via play, in a way that prompts further insight."[/INDENT] ...i think there's an element of each popular interpretation in his essay... [/QUOTE]
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How do you define "Heartbreaker?"
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