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*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="hawkeyefan" data-source="post: 9853093" data-attributes="member: 6785785"><p>I don't know what you mean, here. Do I stop to consider the mechanics? Stop what, exactly? I'm playing the game... the game has mechanics. I engage with the mechanics.</p><p></p><p></p><p></p><p>Is that all people have done?</p><p></p><p>Honestly, I've never used the shrug emoji. And with good reason. Nothing says more that either "I don't care" or "I have nothing to offer". And both of those stances are hard ones to engage with. </p><p></p><p></p><p></p><p>Well, if you have any questions, I would be happy to offer any advice I have. But if you're starting from an assumption that I don't quite follow, that can make it hard to offer proper advice. I mean, most of us have already acknowledged that the book could be organized better, and that information could be presented more clearly. No book is perfect, and Blades is no exception.</p><p></p><p>But... that doesn't mean that the design has failed. I mean, people are telling you that they don't experience the same issues that you describe. Yes, a couple of others have expressed similar sentiment. But many have not. So it doesn't seem inherent to the design of the game, so much as the understanding of any given group.</p><p></p><p>So I think you'd likely find more fruitful discussion talking about your experience and accepting what others are saying about their experience, and then listening to what they have to say. I've suggested quite a bit that you can do as a group to try and address some of the issues you've found.</p><p></p><p>But instead it seems like you're more convinced that it's a design issue and insisting that everyone agrees with that, when our experiences tell us otherwise. And then you blame others for the breakdown in communication.</p><p></p><p>So... if you really want to address this stuff for your game, either the one you're in now or future games, then you have to accept what people are sharing with you as their experiences. Once you do that, then we can try and see what's causing the gap between your experience and theirs, and we can see if anything can be done about it.</p><p></p><p>I'd be happy to do that. But if you just want to criticize the design, okay, you have every right to do so... but then expect push back from those of us with different experiences.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9853093, member: 6785785"] I don't know what you mean, here. Do I stop to consider the mechanics? Stop what, exactly? I'm playing the game... the game has mechanics. I engage with the mechanics. Is that all people have done? Honestly, I've never used the shrug emoji. And with good reason. Nothing says more that either "I don't care" or "I have nothing to offer". And both of those stances are hard ones to engage with. Well, if you have any questions, I would be happy to offer any advice I have. But if you're starting from an assumption that I don't quite follow, that can make it hard to offer proper advice. I mean, most of us have already acknowledged that the book could be organized better, and that information could be presented more clearly. No book is perfect, and Blades is no exception. But... that doesn't mean that the design has failed. I mean, people are telling you that they don't experience the same issues that you describe. Yes, a couple of others have expressed similar sentiment. But many have not. So it doesn't seem inherent to the design of the game, so much as the understanding of any given group. So I think you'd likely find more fruitful discussion talking about your experience and accepting what others are saying about their experience, and then listening to what they have to say. I've suggested quite a bit that you can do as a group to try and address some of the issues you've found. But instead it seems like you're more convinced that it's a design issue and insisting that everyone agrees with that, when our experiences tell us otherwise. And then you blame others for the breakdown in communication. So... if you really want to address this stuff for your game, either the one you're in now or future games, then you have to accept what people are sharing with you as their experiences. Once you do that, then we can try and see what's causing the gap between your experience and theirs, and we can see if anything can be done about it. I'd be happy to do that. But if you just want to criticize the design, okay, you have every right to do so... but then expect push back from those of us with different experiences. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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