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I guess I really do prefer simplicity
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<blockquote data-quote="tyrlaan" data-source="post: 4981748" data-attributes="member: 20998"><p>Allow me to reiterate that I am trying to make a point about a <em>style</em> of play. I have not dubbed any method of playing badwrongfun. I <em>have not</em> said anything about your style of play other than to suggest it may be different than what I am talking about. If I have somewhere slighted you, by all means point it out to me because I'm just not seeing it.</p><p></p><p></p><p></p><p>To perhaps drive home my point, I assume little about your game. I don't play in your game, so all I know is what you state here. I have no knowledge of where you would define the cut-off between that which is considered necessary on the real-life "character sheet" vs. that which is considered unnecessary baggage. </p><p></p><p>Telling me "of course you'd have project manager on your character sheet" doesn't counter my argument because you're just missing or dodging the point. Would my example be better served if I stated that underneath project manager I had listed examples of successful projects managed? Ones that could be "challenged" by a call to my former employer. Would they be on a character sheet in your game?</p><p></p><p>If we're to have a meaningful conversation about this we have to start on the same wavelength, which means a better handle on what you'd consider relevant to the character sheet of real life.</p><p></p><p>From your reply to Hobo:</p><p></p><p></p><p>One, could you provide situational examples? To be honest, I'm just not following your comments here and examples would be helpful for me to understand where you're coming from.</p><p></p><p>Two, can you explain what absurd claims you're referring to? </p><p></p><p>A final comment with regards to the below quote:</p><p></p><p></p><p>I'm not sure we're even arguing the same topic as each other. By what you wrote above, it reads to me as you're suggesting a game can be as complex as it wants to be as long as the player can just sit down and say "I do X" and "X" happens (or Y or Z depending on factors of course). In other words, the GM must be a master of all complexity the game contains and the player can merely attend and purely roleplay all their actions. The GM rolls the dice, figures out the modifiers, holds the character sheets, etc. Am I understanding you correctly?</p></blockquote><p></p>
[QUOTE="tyrlaan, post: 4981748, member: 20998"] Allow me to reiterate that I am trying to make a point about a [I]style[/I] of play. I have not dubbed any method of playing badwrongfun. I [I]have not[/I] said anything about your style of play other than to suggest it may be different than what I am talking about. If I have somewhere slighted you, by all means point it out to me because I'm just not seeing it. To perhaps drive home my point, I assume little about your game. I don't play in your game, so all I know is what you state here. I have no knowledge of where you would define the cut-off between that which is considered necessary on the real-life "character sheet" vs. that which is considered unnecessary baggage. Telling me "of course you'd have project manager on your character sheet" doesn't counter my argument because you're just missing or dodging the point. Would my example be better served if I stated that underneath project manager I had listed examples of successful projects managed? Ones that could be "challenged" by a call to my former employer. Would they be on a character sheet in your game? If we're to have a meaningful conversation about this we have to start on the same wavelength, which means a better handle on what you'd consider relevant to the character sheet of real life. From your reply to Hobo: One, could you provide situational examples? To be honest, I'm just not following your comments here and examples would be helpful for me to understand where you're coming from. Two, can you explain what absurd claims you're referring to? A final comment with regards to the below quote: I'm not sure we're even arguing the same topic as each other. By what you wrote above, it reads to me as you're suggesting a game can be as complex as it wants to be as long as the player can just sit down and say "I do X" and "X" happens (or Y or Z depending on factors of course). In other words, the GM must be a master of all complexity the game contains and the player can merely attend and purely roleplay all their actions. The GM rolls the dice, figures out the modifiers, holds the character sheets, etc. Am I understanding you correctly? [/QUOTE]
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I guess I really do prefer simplicity
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