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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="doctorbadwolf" data-source="post: 8315156" data-attributes="member: 6704184"><p>I’m aware that this is what you’re talking about. When responding to it, I am also talking about it. It is possible to just..do that, when a thing happens that would result in that. A game literally cannot force you to be afraid, or experience despair, or feel anything at all. You buy in or it doesn’t happen, regardless of system. All a game can do is force you character to adopt a mental state, and ask you to roleplay that. </p><p></p><p>Firstly, but tangentially, that isn’t something I actually see literally any value in, as a gaming experience. </p><p></p><p>Yes, I’ve played games that do these things. what you’re describing in Torchbearer is rather separate from, say, the game mechanics telling me that my character is horny and flustered because another character rolled well. Mechanics that lead to a particular type of tension are great, if everyone buys in. I hope you won’t claim that Dogs In The Vineyard is a super versatile and flexible game because it does this? Hell, Call of Cthulhu engenders a certainly hopelessness by way of every move you take making you less capable (simplification, obv), but by doing so it makes it harder to tell stories with that game that aren’t the type of story it is built to tell. That isn’t a bad thing, which is why I don’t understand why some folks get bent when someone says that some games are less flexible than others, or that purpose built games like DiTV or CoC are less flexible as written than D&D 5e. </p><p> </p><p>I have not and will not read or engage with a section of a post where you start by telling me what I’m talking about. If you didn’t intend to try to tell me my own mind, feel free to rephrase and I’ll take a look.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8315156, member: 6704184"] I’m aware that this is what you’re talking about. When responding to it, I am also talking about it. It is possible to just..do that, when a thing happens that would result in that. A game literally cannot force you to be afraid, or experience despair, or feel anything at all. You buy in or it doesn’t happen, regardless of system. All a game can do is force you character to adopt a mental state, and ask you to roleplay that. Firstly, but tangentially, that isn’t something I actually see literally any value in, as a gaming experience. Yes, I’ve played games that do these things. what you’re describing in Torchbearer is rather separate from, say, the game mechanics telling me that my character is horny and flustered because another character rolled well. Mechanics that lead to a particular type of tension are great, if everyone buys in. I hope you won’t claim that Dogs In The Vineyard is a super versatile and flexible game because it does this? Hell, Call of Cthulhu engenders a certainly hopelessness by way of every move you take making you less capable (simplification, obv), but by doing so it makes it harder to tell stories with that game that aren’t the type of story it is built to tell. That isn’t a bad thing, which is why I don’t understand why some folks get bent when someone says that some games are less flexible than others, or that purpose built games like DiTV or CoC are less flexible as written than D&D 5e. [SIZE=16px] [/SIZE] I have not and will not read or engage with a section of a post where you start by telling me what I’m talking about. If you didn’t intend to try to tell me my own mind, feel free to rephrase and I’ll take a look. [/QUOTE]
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