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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="pemerton" data-source="post: 6731293" data-attributes="member: 42582"><p>[MENTION=27160]Balesir[/MENTION] - your comments on game theory are well made. I don't understand what the mathematical theory of payoffs in interactive contexts has to do with The Forge, or D&D.</p><p></p><p>No disagreement with that, but surely you agree that the <em>muddle and pain</em> you describe is pretty core to a whole swathe of classic D&D tropes? The point I was trying to make was a descriptive one, not a normative one - namely, whether it's good or bad that RPGing involve that sort of improvisation, classic D&D certainly did, and hence it's simply wrong to assert that an absence of improvisation is of the essence of D&D.</p><p></p><p>So do I. They're spot on. I've GMed hundreds (probably thousands) of hours of Rolemaster. I've played plenty of Cthulhu and Runequest. Edwards <em>gets</em> those games, both in his account of purist-for-system (= process) sim, <em>and</em> in his account of high concept (= "play through the GM"s story") sim. He captures what's good about them, and also what the limits are on the sort of play experience that they offer.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6731293, member: 42582"] [MENTION=27160]Balesir[/MENTION] - your comments on game theory are well made. I don't understand what the mathematical theory of payoffs in interactive contexts has to do with The Forge, or D&D. No disagreement with that, but surely you agree that the [I]muddle and pain[/I] you describe is pretty core to a whole swathe of classic D&D tropes? The point I was trying to make was a descriptive one, not a normative one - namely, whether it's good or bad that RPGing involve that sort of improvisation, classic D&D certainly did, and hence it's simply wrong to assert that an absence of improvisation is of the essence of D&D. So do I. They're spot on. I've GMed hundreds (probably thousands) of hours of Rolemaster. I've played plenty of Cthulhu and Runequest. Edwards [I]gets[/I] those games, both in his account of purist-for-system (= process) sim, [I]and[/I] in his account of high concept (= "play through the GM"s story") sim. He captures what's good about them, and also what the limits are on the sort of play experience that they offer. [/QUOTE]
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