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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Tony Vargas" data-source="post: 6345758" data-attributes="member: 996"><p>It's an accurate description. That it's negative is only because it describes a negative activity.</p><p></p><p> Whether you mean CaW/CaS or the OP of this thread, they are nothing more than a way of justifying one playstyle preference by contrasting it against a strawman standing in for all other preferences. The false dichotomy or us/them perspective I keep talking about. There are not only two ways to play an RPG. That there's more than one of these false dichotomies running around is, ironically, proof enough of that.</p><p></p><p>Which edition that sort of tactic was used to attack in the edition war, notwithstanding.</p><p></p><p></p><p></p><p> Not sure what you're getting at with the distinction. Within the context of a 'scene' or 'story,' 'encounter' or 'day,' you'll have options that are technically open to the character that would be at odds with the genre the game emulates or the themes the campaign explores. Likewise, there'll be rules that limit options - or, conversely, provide opportunities to leverage them in some way.</p><p></p><p></p><p> Interesting way of putting it. But, yes, the bottom line is that the rules are to be used to secure victory, rather than followed for the sake of any other quality of the RPG experience.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6345758, member: 996"] It's an accurate description. That it's negative is only because it describes a negative activity. Whether you mean CaW/CaS or the OP of this thread, they are nothing more than a way of justifying one playstyle preference by contrasting it against a strawman standing in for all other preferences. The false dichotomy or us/them perspective I keep talking about. There are not only two ways to play an RPG. That there's more than one of these false dichotomies running around is, ironically, proof enough of that. Which edition that sort of tactic was used to attack in the edition war, notwithstanding. Not sure what you're getting at with the distinction. Within the context of a 'scene' or 'story,' 'encounter' or 'day,' you'll have options that are technically open to the character that would be at odds with the genre the game emulates or the themes the campaign explores. Likewise, there'll be rules that limit options - or, conversely, provide opportunities to leverage them in some way. Interesting way of putting it. But, yes, the bottom line is that the rules are to be used to secure victory, rather than followed for the sake of any other quality of the RPG experience. [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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