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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="Campbell" data-source="post: 8318883" data-attributes="member: 16586"><p>A big part of what I want to get across in this thread is that <em>can be used to tell the same stories </em>is simply not a good enough threshold when comes to flexibility for my tastes (and those of people like me). There is a strain of discourse in our community that views what the Nordic LARP community calls <strong>bleed</strong> and a concern over skilled play as illegitimate aims or at least only valid in as far as they do not step on the toes of story telling concerns. A game that does a poor job of supporting bleed and skilled play, but an excellent job at supporting story telling is not especially flexible. It trades flexibility in one area for inflexibility elsewhere as far as I am concerned.</p><p></p><p>Basically as a GM when I have too much control over the fictional space it makes it more difficult to create fair challenges where players can exercise their skill to overcome challenges. Like when I have so much control over pacing, how things are handled outside of combat, and have so many tools to basically renege how do I create a challenging play environment with meaningful consequences where skill at playing the game has more impact on what happens then my stray decisions?</p><p></p><p>From the stand point of bleed how do I create situations that put meaningful pressure on characters when there is never real risk to the core of the character? No meaningful expectation that players need to respect that fictional positioning? I have done this sort of play without mechanics (I love Nordic LARP and parlor LARPs), but to do so usually involves some pretty strong social expectations that are odds with the described play processes in most traditional games.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8318883, member: 16586"] A big part of what I want to get across in this thread is that [I]can be used to tell the same stories [/I]is simply not a good enough threshold when comes to flexibility for my tastes (and those of people like me). There is a strain of discourse in our community that views what the Nordic LARP community calls [B]bleed[/B] and a concern over skilled play as illegitimate aims or at least only valid in as far as they do not step on the toes of story telling concerns. A game that does a poor job of supporting bleed and skilled play, but an excellent job at supporting story telling is not especially flexible. It trades flexibility in one area for inflexibility elsewhere as far as I am concerned. Basically as a GM when I have too much control over the fictional space it makes it more difficult to create fair challenges where players can exercise their skill to overcome challenges. Like when I have so much control over pacing, how things are handled outside of combat, and have so many tools to basically renege how do I create a challenging play environment with meaningful consequences where skill at playing the game has more impact on what happens then my stray decisions? From the stand point of bleed how do I create situations that put meaningful pressure on characters when there is never real risk to the core of the character? No meaningful expectation that players need to respect that fictional positioning? I have done this sort of play without mechanics (I love Nordic LARP and parlor LARPs), but to do so usually involves some pretty strong social expectations that are odds with the described play processes in most traditional games. [/QUOTE]
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Indie Games Are Not More Focused. They Are Differently Focused.
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