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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Ratskinner" data-source="post: 6105256" data-attributes="member: 6688937"><p>I'd say that that doesn't match my experiences...at all. I wouldn't say its "random chance" either, there's history involved, of course. IME, "natural, powerful, and successful" don't hold a candle to other factors like profitable, traditional (in a very broad sense including backwards-compatible), and...how to put this...psychologically rewarding for the decision makers. I've always been amazed at how much of the human world is built upon the accumulated methodological band-aids, bailing wire, and duct tape of previous generations.</p><p></p><p>Do rpgs fall into that category? Hard to say definitively. However, I think there's quite a bit to that "network externalities" talk. And that's the kind of thing that feeds into crusty human behavior, rather than</p><p></p><p></p><p></p><p>I actually think its a lot more subtle reason than that. Considering how much and how many people engage in Soap Operas and the like I'd say we are easily fascinated by such interpersonal action. (I'm also willing to bet that audience is bigger than the fantasy rpg audience....) The real problem mechanizing it for cRPGs, and to some extent TTRPGS is that it is so varied, subtle, and emotionally creative by comparison. None of which are strong points for computers or logic mechanics. The most successful rpgs to handle this all involve heavy human interpretations of the narrative. It just not something that computers or objective mechanics handle very well. </p><p></p><p></p><p></p><p>I don't recall figuring out any rules to my "war" play as a child, nor witnessing any with my kids. I haven't seen any particular difference in playground negotiations about war, house, cops-and-robbers, or cowboys-and-indians. They have always seemed more like improv troupes negotiating a "script" (and in a very social manner). I suppose it could happen, but...I've never seen playground kids doing rock-paper-scissors or breaking out dice to make any combat decisions. I think there is a bit of gap there. I don't see a continuum between playground fantasy and tabletop fantasy.</p><p></p><p></p><p>All that being said. I think you may be right, there may be a fundamental difference in popularity or appeal between narrative and non-narrative systems. I just don't think there's much definitive evidence for the case one way or another.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6105256, member: 6688937"] I'd say that that doesn't match my experiences...at all. I wouldn't say its "random chance" either, there's history involved, of course. IME, "natural, powerful, and successful" don't hold a candle to other factors like profitable, traditional (in a very broad sense including backwards-compatible), and...how to put this...psychologically rewarding for the decision makers. I've always been amazed at how much of the human world is built upon the accumulated methodological band-aids, bailing wire, and duct tape of previous generations. Do rpgs fall into that category? Hard to say definitively. However, I think there's quite a bit to that "network externalities" talk. And that's the kind of thing that feeds into crusty human behavior, rather than I actually think its a lot more subtle reason than that. Considering how much and how many people engage in Soap Operas and the like I'd say we are easily fascinated by such interpersonal action. (I'm also willing to bet that audience is bigger than the fantasy rpg audience....) The real problem mechanizing it for cRPGs, and to some extent TTRPGS is that it is so varied, subtle, and emotionally creative by comparison. None of which are strong points for computers or logic mechanics. The most successful rpgs to handle this all involve heavy human interpretations of the narrative. It just not something that computers or objective mechanics handle very well. I don't recall figuring out any rules to my "war" play as a child, nor witnessing any with my kids. I haven't seen any particular difference in playground negotiations about war, house, cops-and-robbers, or cowboys-and-indians. They have always seemed more like improv troupes negotiating a "script" (and in a very social manner). I suppose it could happen, but...I've never seen playground kids doing rock-paper-scissors or breaking out dice to make any combat decisions. I think there is a bit of gap there. I don't see a continuum between playground fantasy and tabletop fantasy. All that being said. I think you may be right, there may be a fundamental difference in popularity or appeal between narrative and non-narrative systems. I just don't think there's much definitive evidence for the case one way or another. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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