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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7090310" data-attributes="member: 16586"><p>[MENTION=42582]pemerton[/MENTION]</p><p></p><p>I did not mean to imply that playing a game like Burning Wheel involves no meaningful creative and social risks or that you are not meaningfully engaging the fiction when you play. I just think there is a danger when you have such a process oriented design of enabling mechanics first rather than fiction first play. It's another one of those convenient release valves that players can escape to in order to create emotional distance between them and their character. It's not like something you have to take. Based on your accounts of play I do not think your players often do so. I also think Burning Wheel has other features that cut against this. The <strong>Go To The Pain</strong> trust model or <strong>Poke The Bear</strong> GM style is definitely more intense and involves more significant emotional risks than my preferred <strong>I Will Not Abandon You</strong> trust model. </p><p></p><p>I feel like in a typical game of Burning Wheel you will have more moments that are intense, but in a typical game of Apocalypse World or Monsterhearts the intense moments will be more intense if that makes any sense. There's also an element of risk that there will not be enough moments that are intense in Apocalypse World. There is also the subject matter to consider. Masks entails much less risk because the subject matter is less emotionally intense than most Burning Wheel games. I am not sure I would want to play a game like Burning Wheel with a less process oriented approach.</p><p></p><p>One of the reasons I credit Burning Wheel with this sort of design approach is because Luke Crane and Jared Sorensen have given talks on <a href="http://www.genesisoflegend.com/2013/08/episode-21-game-design-is-mind-control/" target="_blank">Game Design is Mind Control</a>. I will also say that it is my general impression is that it is almost impossible to control behavior through design. You can create a market for certain behaviors, but in any market the participants decide their own level of involvement. I also believe that mechanical incentives have much less impact than social incentives on player behavior. Design can help shape behavior, but it will seldom control it.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7090310, member: 16586"] [MENTION=42582]pemerton[/MENTION] I did not mean to imply that playing a game like Burning Wheel involves no meaningful creative and social risks or that you are not meaningfully engaging the fiction when you play. I just think there is a danger when you have such a process oriented design of enabling mechanics first rather than fiction first play. It's another one of those convenient release valves that players can escape to in order to create emotional distance between them and their character. It's not like something you have to take. Based on your accounts of play I do not think your players often do so. I also think Burning Wheel has other features that cut against this. The [B]Go To The Pain[/B] trust model or [B]Poke The Bear[/B] GM style is definitely more intense and involves more significant emotional risks than my preferred [B]I Will Not Abandon You[/B] trust model. I feel like in a typical game of Burning Wheel you will have more moments that are intense, but in a typical game of Apocalypse World or Monsterhearts the intense moments will be more intense if that makes any sense. There's also an element of risk that there will not be enough moments that are intense in Apocalypse World. There is also the subject matter to consider. Masks entails much less risk because the subject matter is less emotionally intense than most Burning Wheel games. I am not sure I would want to play a game like Burning Wheel with a less process oriented approach. One of the reasons I credit Burning Wheel with this sort of design approach is because Luke Crane and Jared Sorensen have given talks on [URL="http://www.genesisoflegend.com/2013/08/episode-21-game-design-is-mind-control/"]Game Design is Mind Control[/URL]. I will also say that it is my general impression is that it is almost impossible to control behavior through design. You can create a market for certain behaviors, but in any market the participants decide their own level of involvement. I also believe that mechanical incentives have much less impact than social incentives on player behavior. Design can help shape behavior, but it will seldom control it. [/QUOTE]
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