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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="howandwhy99" data-source="post: 6730609" data-attributes="member: 3192"><p>Gaming and game culture has existed for millenia. That culture is being erased in favor of a fundamentalist one based upon narratives as an inevitability. Games are real, of course. Not fiction or non-fictions at all. The source of a puzzle or game is irrelevant to it being a pattern people can attempt to game or puzzle out. Read references online on what Game Studies is and how Game Theory "has nothing whatsoever to do with games". Again, as if. Storytelling has nothing to do with games. Pattern recognition and actions taken to achieve objectives within a game pattern are the historical basis for what all games are. Or at least were, before the narrative disinformation revolution.</p><p></p><p>GNS at least had to pay incoherent lipservice to the culture it was seeking to overturn in their revolution. One they more than they are willing to erase from memory. It's a response to a previous, honest, but uncomprehending flawed theory called GDS before it. No one is "changing their mind" here. Big Model is the dogma.</p><p></p><p>Any honest person rejects the usurpation of one culture by another. The community having a "revolution" by a few rewriting falsely the language of others to conform them to the previous true believers' certainties.</p><p></p><p>That most everyone responding is largely devoid of historical understanding of games seems obvious. Of course my understanding has limits. But rationalizing history to fit storytelling beliefs doesn't mean millions of people didn't hold beliefs 180 degrees different. We *need* modules to play D&D. It can't be done without them. We *need* a map behind the screen for players to play. We *need* those screens to hide that map and other secret information to be parceled out as the game progresses. We *need* games to play before we can play them.</p><p></p><p> People have tried to understand what D&D was and how to play it from the beginning. That's true of any game. But the Forge promoted intentional myopia towards games in an agenda-driven,"all encompassing theory". People found god there in dogma and sought to convert others. That games can be (mis)treated as collaborative storytelling isn't under debate.</p><p></p><p>Games aren't fictions.</p><p></p><p>You're a mod, man. Think of what you're asking posters to do before asking questions like that. </p><p></p><p>I'm using that term appropriately <a href="https://en.wikipedia.org/wiki/Cultural_genocide" target="_blank">exactly as it was defined</a>.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6730609, member: 3192"] Gaming and game culture has existed for millenia. That culture is being erased in favor of a fundamentalist one based upon narratives as an inevitability. Games are real, of course. Not fiction or non-fictions at all. The source of a puzzle or game is irrelevant to it being a pattern people can attempt to game or puzzle out. Read references online on what Game Studies is and how Game Theory "has nothing whatsoever to do with games". Again, as if. Storytelling has nothing to do with games. Pattern recognition and actions taken to achieve objectives within a game pattern are the historical basis for what all games are. Or at least were, before the narrative disinformation revolution. GNS at least had to pay incoherent lipservice to the culture it was seeking to overturn in their revolution. One they more than they are willing to erase from memory. It's a response to a previous, honest, but uncomprehending flawed theory called GDS before it. No one is "changing their mind" here. Big Model is the dogma. Any honest person rejects the usurpation of one culture by another. The community having a "revolution" by a few rewriting falsely the language of others to conform them to the previous true believers' certainties. That most everyone responding is largely devoid of historical understanding of games seems obvious. Of course my understanding has limits. But rationalizing history to fit storytelling beliefs doesn't mean millions of people didn't hold beliefs 180 degrees different. We *need* modules to play D&D. It can't be done without them. We *need* a map behind the screen for players to play. We *need* those screens to hide that map and other secret information to be parceled out as the game progresses. We *need* games to play before we can play them. People have tried to understand what D&D was and how to play it from the beginning. That's true of any game. But the Forge promoted intentional myopia towards games in an agenda-driven,"all encompassing theory". People found god there in dogma and sought to convert others. That games can be (mis)treated as collaborative storytelling isn't under debate. Games aren't fictions. You're a mod, man. Think of what you're asking posters to do before asking questions like that. I'm using that term appropriately [URL="https://en.wikipedia.org/wiki/Cultural_genocide"]exactly as it was defined[/URL]. [/QUOTE]
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