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Is it... too simple? (Related experience inside)
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<blockquote data-quote="Celebrim" data-source="post: 6264993" data-attributes="member: 4937"><p>I agree.</p><p></p><p>And I'm going to keep hammering this home until it sticks:</p><p></p><p>How you think about a system, how you prepare to play aa system, and how you approach the game are more important than the system.</p><p></p><p>A lot of indy inspired games to me seem more revolutionary in how they are shaping how the players think about the game, than they are in actual mechanics. "Succeed with consequences" or "Failing foward" aren't new ideas or even particularly novel results of even process simulation, but by underlining them in the rules as designed in intended and important mechanical result changes the way people approach the game both as players and GMs. What you see is people internalizing and examining things that were alway there to use, but which many people (maybe even most people) didn't consciously understand or clearly see.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6264993, member: 4937"] I agree. And I'm going to keep hammering this home until it sticks: How you think about a system, how you prepare to play aa system, and how you approach the game are more important than the system. A lot of indy inspired games to me seem more revolutionary in how they are shaping how the players think about the game, than they are in actual mechanics. "Succeed with consequences" or "Failing foward" aren't new ideas or even particularly novel results of even process simulation, but by underlining them in the rules as designed in intended and important mechanical result changes the way people approach the game both as players and GMs. What you see is people internalizing and examining things that were alway there to use, but which many people (maybe even most people) didn't consciously understand or clearly see. [/QUOTE]
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