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Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="Crazy Jerome" data-source="post: 5745374" data-attributes="member: 54877"><p>I think the most valuable observation that came out of the Forge movement was that if you want to talk about "story" for more than a few minutes, coherently among several people, you must first define what everyone means by it. Because odds say they will have different definitions, and these differences will lead to fights. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>That caveat up front, I'd say that BW is a traditional game, built in part as a reaction to the Forge movement, but incorporating a few key insights from it towards its traditional aims. It started very "indie" but is becoming less so over time. BW isn't Forge-Narrative. It sure isn't "addressing premise", and only is "Story Now!" if you take the plain English meaning of the term versus its more technical one. (And then, see the previous paragraph.) No, it is a game where the story emerges in play, but happens to use mechanics to push that emergence hard. (This is why BW play largely "fails" if the GM and players do not so push.) Or to put it another way, Luke Crane and company have a very particular idea of what "story" is in a game, and have been clear-headed about how to make the game produce that thing.</p><p> </p><p>And in any case, in the later, more sane Forge writings on creative agenda, games and players don't have these labels, but particular groups at particular times trying to do particular things do--with some games helping more than others. Which I know you know. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> That's just by long-winded explanation of why I find "indie" not a very useful term, and doubly so if conflated with other terms more directed at design or playstyle.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5745374, member: 54877"] I think the most valuable observation that came out of the Forge movement was that if you want to talk about "story" for more than a few minutes, coherently among several people, you must first define what everyone means by it. Because odds say they will have different definitions, and these differences will lead to fights. :D That caveat up front, I'd say that BW is a traditional game, built in part as a reaction to the Forge movement, but incorporating a few key insights from it towards its traditional aims. It started very "indie" but is becoming less so over time. BW isn't Forge-Narrative. It sure isn't "addressing premise", and only is "Story Now!" if you take the plain English meaning of the term versus its more technical one. (And then, see the previous paragraph.) No, it is a game where the story emerges in play, but happens to use mechanics to push that emergence hard. (This is why BW play largely "fails" if the GM and players do not so push.) Or to put it another way, Luke Crane and company have a very particular idea of what "story" is in a game, and have been clear-headed about how to make the game produce that thing. And in any case, in the later, more sane Forge writings on creative agenda, games and players don't have these labels, but particular groups at particular times trying to do particular things do--with some games helping more than others. Which I know you know. :lol: That's just by long-winded explanation of why I find "indie" not a very useful term, and doubly so if conflated with other terms more directed at design or playstyle. [/QUOTE]
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