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Jon Peterson: Does System Matter?
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<blockquote data-quote="prabe" data-source="post: 8200228" data-attributes="member: 7016699"><p>I've encountered examples in other fields--fiction writers who clearly <strong>got</strong> what makes fiction work, but hadn't read much in the way of books about it, and couldn't really articulate why a given story worked, or didn't; musicians who could <strong>do</strong> music, but couldn't read or write music at all, and only had the vaguest sense of the intervals or chords or technology they were working with.</p><p></p><p>Do I have any specific examples from TRPGs? Not particularly, though I'd say the earliest examples might come close--they seem to have been a combination of intuition, extrapolation, and trial-and-error (but the history of TRPGs isn't exactly my forte).</p><p></p><p>I think someone might run with some success (defined, I guess, as "the people at the table having fun") focusing primarily on the narrative goals the players/characters have chosen to pursue, operating mostly thinking about A) what makes narrative sense and B) what they'd enjoy as a player. Given that someone isn't prepping or running with much thought for TRPG theory, that might be close.</p></blockquote><p></p>
[QUOTE="prabe, post: 8200228, member: 7016699"] I've encountered examples in other fields--fiction writers who clearly [B]got[/B] what makes fiction work, but hadn't read much in the way of books about it, and couldn't really articulate why a given story worked, or didn't; musicians who could [B]do[/B] music, but couldn't read or write music at all, and only had the vaguest sense of the intervals or chords or technology they were working with. Do I have any specific examples from TRPGs? Not particularly, though I'd say the earliest examples might come close--they seem to have been a combination of intuition, extrapolation, and trial-and-error (but the history of TRPGs isn't exactly my forte). I think someone might run with some success (defined, I guess, as "the people at the table having fun") focusing primarily on the narrative goals the players/characters have chosen to pursue, operating mostly thinking about A) what makes narrative sense and B) what they'd enjoy as a player. Given that someone isn't prepping or running with much thought for TRPG theory, that might be close. [/QUOTE]
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