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Jon Peterson: Does System Matter?
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<blockquote data-quote="Neonchameleon" data-source="post: 8200596" data-attributes="member: 87792"><p>Thank you for at least trying to reply to me - although I still feel the frustration that lead to the block capitals because you appear to be coming from a perspective that is different from almost everyone else in the thread, attributing your own position to them, and then blaming them for the problems with your own position.</p><p></p><p>When you claim "<em>It’s a single axis determined by many different subjective judgments</em>" this is something coming from you personally and that explicitly contradicts what you are replying to. It does not bear any resemblance to I think anyone else in this thread. I know that rather using the single axis scale you use I use at least a three axis scale, with the main axes being:</p><ul> <li data-xf-list-type="ul">Does this game set out to do something interesting?</li> <li data-xf-list-type="ul">Does it do it well?</li> <li data-xf-list-type="ul">Is it something I want to use and if so when?</li> </ul><p>Dread, with its Jenga tower, is a good example of something I consider desirable and that does it well - but is normally not something I want to use unless I'm pulling out a one-shot game either as a filler or for Halloween. Because I do not (unlike you, seemingly) use a single axis scale, Dread has a place on my bookshelf but doesn't often come out.</p><p></p><p>And sometimes it can be based on a single mechanic. A good example would be the notorious attempt to play I think it was Phoenix Command among one of my groups (I wasn't there for that session). Apparently they gave up after spending an hour and a half resolving two gunshots. It was a dealbreaker for a game selling itself on realistic gun combat.</p><p></p><p>But all your comments about "<em>you think everything can be reduced down to good or bad</em>" are based on putting things on a single axis. You appear to be the only person in the thread who does this. Almost everyone else I can see is instead saying "What is this good at and when is it appropriate to use" because we do not try to reduce everything down to a single axis the way you have just said you do.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8200596, member: 87792"] Thank you for at least trying to reply to me - although I still feel the frustration that lead to the block capitals because you appear to be coming from a perspective that is different from almost everyone else in the thread, attributing your own position to them, and then blaming them for the problems with your own position. When you claim "[I]It’s a single axis determined by many different subjective judgments[/I]" this is something coming from you personally and that explicitly contradicts what you are replying to. It does not bear any resemblance to I think anyone else in this thread. I know that rather using the single axis scale you use I use at least a three axis scale, with the main axes being: [LIST] [*]Does this game set out to do something interesting? [*]Does it do it well? [*]Is it something I want to use and if so when? [/LIST] Dread, with its Jenga tower, is a good example of something I consider desirable and that does it well - but is normally not something I want to use unless I'm pulling out a one-shot game either as a filler or for Halloween. Because I do not (unlike you, seemingly) use a single axis scale, Dread has a place on my bookshelf but doesn't often come out. And sometimes it can be based on a single mechanic. A good example would be the notorious attempt to play I think it was Phoenix Command among one of my groups (I wasn't there for that session). Apparently they gave up after spending an hour and a half resolving two gunshots. It was a dealbreaker for a game selling itself on realistic gun combat. But all your comments about "[I]you think everything can be reduced down to good or bad[/I]" are based on putting things on a single axis. You appear to be the only person in the thread who does this. Almost everyone else I can see is instead saying "What is this good at and when is it appropriate to use" because we do not try to reduce everything down to a single axis the way you have just said you do. [/QUOTE]
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