Lanefan
Victoria Rules
Not for the rabbits...But chasing rabbits down holes is fun.
"be vewwy vewwy quiet"
Not for the rabbits...But chasing rabbits down holes is fun.
This prompted the following thought:Most of the games we're fundamentally talking about would not serve your play preferences. I am not going to argue preferences, only the accuracy of claims that are made about how games work on a structural level.
First, it's not clear to me that literary criticism can be applied to any written work. Is there really literary criticism of Run, Spot, Run and the similar genre of child readers? Is there really meaningful criticism of The Hardy Boys?
I guess there can be sociological-type criticism of either - what sorts of human relationship, expectation, etc do they foreground (maybe someone once wrote a paper or a thesis on "Virginal eroticism in middle America: the case study of the Hardy Boys") but I don't see that there is anything very meaningful to say about them in terms of composition, technique etc.
I'm going to suggest that this is unnecessary limiting and perhaps dangerous critically (ooh, danger!), as it can lead to misreadings. The author may attempt to accomplish something. And may tell us what they're trying to do and how. And good for them. But people lie to themselves and others, so who cares? The text is doing something regardless.Indeed, the OP speaks to criticism and theory as a route to, "view the work on its merits of what it is trying to accomplish, see how it accomplishes it, and determine if it is effective at doing so."
Why do you believe it takes actual experience to meaningfully critique them?
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Can one not critique them based on the things one is told about them from their proponents?
Can one not critique them based on their basic design principles?
Can one not critique them for not producing the kind of game I want to play?
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Are these somehow not 'meaningful' criticisms?
This seems a non-sequitur.Some of us simply don't really see this as a "technical endeavour" to begin with. It's in theory supposed to be a for-fun hobby where we're all more or less equally good-bad-whatever at what we're doing with it; and thinking of it as anything more technical than that just leads to overanalysis followed by hot-air discussions chasing rabbits down holes.
Caveated that I rejoined this morning and haven't read the last several pages of ongoing discusion, I feel you are right that there ought to be some critical theory of RPG that has regard to AW / PbtA. I would also feel that VB's analysis and commentary in itself, could offer both subjects for and elements of such theory. I additionally agree that there are what one might characterise as significant works, and others that are let's say trivial or adequately covered by whatever one might say about the significant works. Although it is not always obvious which is which, so theorists will need to be open to arguments reappraising the significance of any given work.Second, my proposition which you disputed was A purported critical theory of RPGs, which didn't have regard to Apocalypse World and the PtbA games that have been (to various degrees) inspired by it, would seem pretty impoverished to me. This is a claim about the adequacy conditions for a critical theory: the critical theory has to have a place for, and an account of, AW if it is not to be impoverished. To put it more generally, any critical theory has to be able to account for the basic "touchpoints" in the field. What those are might be up for grabs, and as I said there can be counter-narratives; but counter-narratives are themselves reactions to received narratives - they're not just abandonments of the idea that there are adequacy criteria for a critical theory.
Referring back to earlier discussion on the meaning (or lack thereof) of terms within paradigms, I currently don't know that there can be "a theory" of RPGs. That might be put as: any theory of RPG will be subject to examination and possible rejection as a theory applying to any specific RPG as grasped and upheld by some culture of play. I predict that will become fraught, as RPGs can be (and are) grasped in many different ways: a theory might apply to a given RPG grasped one way, but not in another. I believe we have seen some evidence of that in foregoing conversation on these boards.Once someone has an interesting theory, they can go to town on whatever topics they want! But if it purports to be a theory of RPGs, and yet cannot say meaningful things about Apocalypse World, I will regard it as impoverished. (Perhaps it will be a critical theory of some sub-set of RPGs eg CoC and similarly structured RPGs. Whether such a theory has any potential for generalisation will depend on its details.)