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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Zak S" data-source="post: 6732483" data-attributes="member: 90370"><p>Point is Edwards theories are irrelevant dross, not Newtonian "useful approximations"</p><p></p><p></p><p></p><p>If you'd like to insist Burning Wheel's not a hilariously bad game, I'm not gonna argue with you. I laid out my case. It seems monstrously ill-conceived on all levels to me and Luke Crane's own tales of how disfunctional his game group powerfully indicate that GNS appealed to him because he was trying to find a way around the obvious conclusion that he had a lot of jerks in his game group by blaming the system.</p><p></p><p></p><p></p><p>Yup.</p><p></p><p>The thing about RM is, like many systems Ron called "simulationist" is that they simply are systems with a lot of detail.</p><p></p><p>The simulatory detail is there to provide a wider range of tactical ("gamist") options and so that actions taken in pursuit of these goals have legible narrative effects--not just for its own sake. This 3-way interaction is something Forgies never got. The elephant has a weight (sim) so we know if it's a good tactic to drop it on the villain (game) and what you'll have to do to lift it onto him (story).</p><p></p><p></p><p></p><p>"Phrenology helped me learn to use a ruler".</p><p></p><p>There are way smarter, faster, more accessible ways to talk about games which are connected to WAY FEWER TOXIC PRACTICES AND PEOPLE than GNS. Use them instead.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6732483, member: 90370"] Point is Edwards theories are irrelevant dross, not Newtonian "useful approximations" If you'd like to insist Burning Wheel's not a hilariously bad game, I'm not gonna argue with you. I laid out my case. It seems monstrously ill-conceived on all levels to me and Luke Crane's own tales of how disfunctional his game group powerfully indicate that GNS appealed to him because he was trying to find a way around the obvious conclusion that he had a lot of jerks in his game group by blaming the system. Yup. The thing about RM is, like many systems Ron called "simulationist" is that they simply are systems with a lot of detail. The simulatory detail is there to provide a wider range of tactical ("gamist") options and so that actions taken in pursuit of these goals have legible narrative effects--not just for its own sake. This 3-way interaction is something Forgies never got. The elephant has a weight (sim) so we know if it's a good tactic to drop it on the villain (game) and what you'll have to do to lift it onto him (story). "Phrenology helped me learn to use a ruler". There are way smarter, faster, more accessible ways to talk about games which are connected to WAY FEWER TOXIC PRACTICES AND PEOPLE than GNS. Use them instead. [/QUOTE]
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Improvisation vs "code-breaking" in D&D
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