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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7093161" data-attributes="member: 16586"><p>When I speak to things like authenticity, collaboration over design, and <strong>Mastery</strong> over <strong>Achievement</strong> I am speaking in terms of having more or less of something rather than having the presence or absence of something. I am not really saying that a particular game completely lacks a feature - simply that it might not have enough for my particular interests.</p><p></p><p>When I speak to authenticity I mean it in the sense that the experience is less designed, involves more risk, involves more passion and vulnerability, and is more likely to get to that raw creative unfiltered part of ourselves and is reflective of what we all bring to the table. I also think a game can be too authentic, feel too real, involve too much collaboration for my interests. I want something less curated, more organic, and less designed than most mainstream games, but that does not mean I want to dive off the deep end where there is absolutely no curation. The indie games I like to play tend to be closer to the mainstream end of things than the really avant garde stuff where the game can be lost to the experience. I think it's possible for media to be too real for our interests. Jessica Jones sometimes crossed that line for me.</p><p></p><p>There is this continuum where I regard Monsterhearts as usually more authentic than Apocalypse World which in turn is usually more authentic than Dungeon World in the sense I am talking about. I am also speaking in terms of what usually happens. It is possible to have raw, passionate play in Dungeons and Dragons. I view it as demonstrably more difficult to do so consistently.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7093161, member: 16586"] When I speak to things like authenticity, collaboration over design, and [B]Mastery[/B] over [B]Achievement[/B] I am speaking in terms of having more or less of something rather than having the presence or absence of something. I am not really saying that a particular game completely lacks a feature - simply that it might not have enough for my particular interests. When I speak to authenticity I mean it in the sense that the experience is less designed, involves more risk, involves more passion and vulnerability, and is more likely to get to that raw creative unfiltered part of ourselves and is reflective of what we all bring to the table. I also think a game can be too authentic, feel too real, involve too much collaboration for my interests. I want something less curated, more organic, and less designed than most mainstream games, but that does not mean I want to dive off the deep end where there is absolutely no curation. The indie games I like to play tend to be closer to the mainstream end of things than the really avant garde stuff where the game can be lost to the experience. I think it's possible for media to be too real for our interests. Jessica Jones sometimes crossed that line for me. There is this continuum where I regard Monsterhearts as usually more authentic than Apocalypse World which in turn is usually more authentic than Dungeon World in the sense I am talking about. I am also speaking in terms of what usually happens. It is possible to have raw, passionate play in Dungeons and Dragons. I view it as demonstrably more difficult to do so consistently. [/QUOTE]
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