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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Campbell" data-source="post: 6735020" data-attributes="member: 16586"><p>Ron was wrong about not being able to serve multiple creative agendas with the same game. That should be taken as a given at this point, especially because Ron's own games always served multiple creative agendas in actual play. Ron was wrong about a lot of things and still is wrong about a lot of things. That's something you should take up with him and people that still advocate single agenda design or who claim capital-N Narrativist games are the only games worth playing. I don't see a lot of that going on anymore though. It certainly has never really been evident in the actual design of games which at the end of the day is what should matter. The games we play and the ways we actually play them say a whole lot more than the flawed ways we talk about them.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6735020, member: 16586"] Ron was wrong about not being able to serve multiple creative agendas with the same game. That should be taken as a given at this point, especially because Ron's own games always served multiple creative agendas in actual play. Ron was wrong about a lot of things and still is wrong about a lot of things. That's something you should take up with him and people that still advocate single agenda design or who claim capital-N Narrativist games are the only games worth playing. I don't see a lot of that going on anymore though. It certainly has never really been evident in the actual design of games which at the end of the day is what should matter. The games we play and the ways we actually play them say a whole lot more than the flawed ways we talk about them. [/QUOTE]
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Improvisation vs "code-breaking" in D&D
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