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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="Campbell" data-source="post: 6344409" data-attributes="member: 16586"><p>Sure. Strategy and style are both emergent features of play that come from utilizing the procedures of play to realize the objective(s) of the game. They actually exist in tandem and feed off of one another. In any good game there are going to be multiple successful strategies which is where stylistic choices come into play. Style is all about making aesthetic choices and form a basis of self expression. There can be some conflict between style and strategy - see the Magic player who is focused on killer combos when it hurts their chances of winning the match, but its not guaranteed to conflict.</p><p></p><p>I just realized I meant to bring this up in the Wish Fulfillment thread.</p><p></p><p>On an unrelated note one of the things I enjoy about the way Vincent Baker talks about role playing games is that he talks about them without trying to create the sense that they are meaningfully different from other games in a way that makes them somehow more meaningful. It's always about if you want this play experience here's a way to do it rather than classifying and categorization in a way that legitimizes one set of games as the real hobby. For instance when he mentions his time at The Forge he basically says the point was to set out to prove that you could make games with emotionally meaningful content that are still successful as games. No ists or isms to be found.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6344409, member: 16586"] Sure. Strategy and style are both emergent features of play that come from utilizing the procedures of play to realize the objective(s) of the game. They actually exist in tandem and feed off of one another. In any good game there are going to be multiple successful strategies which is where stylistic choices come into play. Style is all about making aesthetic choices and form a basis of self expression. There can be some conflict between style and strategy - see the Magic player who is focused on killer combos when it hurts their chances of winning the match, but its not guaranteed to conflict. I just realized I meant to bring this up in the Wish Fulfillment thread. On an unrelated note one of the things I enjoy about the way Vincent Baker talks about role playing games is that he talks about them without trying to create the sense that they are meaningfully different from other games in a way that makes them somehow more meaningful. It's always about if you want this play experience here's a way to do it rather than classifying and categorization in a way that legitimizes one set of games as the real hobby. For instance when he mentions his time at The Forge he basically says the point was to set out to prove that you could make games with emotionally meaningful content that are still successful as games. No ists or isms to be found. [/QUOTE]
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