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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 8933959" data-attributes="member: 7026617"><p>Don't worry about it; I find that a compliment, since it says I'm usually doing what I'm trying to do (which is to show where I'm coming from and run it to where I'm going). People coming from different premises are going to usually come to different conclusions, but at least showing your work can tell people how you got there.</p><p></p><p></p><p></p><p>I'll go even further and say that even a problem you identify can take a long time to show how intractable and problematic it actually <em>is</em>. I ran two campaigns of Mutants and Masterminds and played in three others, and it wasn't until really the last of these five that I realized the problem I had with it was, fundamentally, impossible to ignore or even work around.</p><p></p><p></p><p></p><p>When trying to criticize a game, I also think it helps to be aware of your biases, and how they'll color what you're doing. As a personal example, I tend to find a couple things some people find very clear virtues of lighter-weight rules systems (placing more resolution in the hands of the GM for example) very much not, so I'm not going to fairly assess a game that uses them, as I find them actively offputting. I don't always resist making a snarky comment about this when they're presented as an obvious benefit, but I also won't try to actively critique a game that does this, because I'm probably not capable of assessing it fairly, and to the design intention.</p><p></p><p></p><p></p><p>Well, sometimes you have the issue that to a poster, that is <em>the</em> point, and everything else dwarfs it in significance. If its been moved on from, that will either seem like everyone is either just rearranging the deck chairs on the Titanic (i.e. bothering to talk about minor issues when the main problem makes everything else moot), or has disregarded how significant it<em> is</em>. Though it may not be productive, its not entirely surprising in those cases that they're not going to let it go.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8933959, member: 7026617"] Don't worry about it; I find that a compliment, since it says I'm usually doing what I'm trying to do (which is to show where I'm coming from and run it to where I'm going). People coming from different premises are going to usually come to different conclusions, but at least showing your work can tell people how you got there. I'll go even further and say that even a problem you identify can take a long time to show how intractable and problematic it actually [I]is[/I]. I ran two campaigns of Mutants and Masterminds and played in three others, and it wasn't until really the last of these five that I realized the problem I had with it was, fundamentally, impossible to ignore or even work around. When trying to criticize a game, I also think it helps to be aware of your biases, and how they'll color what you're doing. As a personal example, I tend to find a couple things some people find very clear virtues of lighter-weight rules systems (placing more resolution in the hands of the GM for example) very much not, so I'm not going to fairly assess a game that uses them, as I find them actively offputting. I don't always resist making a snarky comment about this when they're presented as an obvious benefit, but I also won't try to actively critique a game that does this, because I'm probably not capable of assessing it fairly, and to the design intention. Well, sometimes you have the issue that to a poster, that is [I]the[/I] point, and everything else dwarfs it in significance. If its been moved on from, that will either seem like everyone is either just rearranging the deck chairs on the Titanic (i.e. bothering to talk about minor issues when the main problem makes everything else moot), or has disregarded how significant it[I] is[/I]. Though it may not be productive, its not entirely surprising in those cases that they're not going to let it go. [/QUOTE]
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