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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="EzekielRaiden" data-source="post: 8937491" data-attributes="member: 6790260"><p>This is a tricky thing. Because it's both ridiculously easy to become patronizing, and yet entirely possible to actually not know your own taste, speaking from firsthand experience. I know I've cited the development of extra chunky spaghetti sauce in the past. That came from literally a <em>third</em> of the American public genuinely preferring extra chunky sauce and never, even once, mentioning it because they simply didn't know; they weren't aware of the possibility, or didn't think they would actually like it. Perspective usually requires diverse experiences, and I don't think I am saying anything especially controversial by saying that D&D players can be very attached to a single system, often the first system they were exposed to as a player.</p><p></p><p>That said, I don't want to downplay the severity of the first issue. I recognize how serious a problem that is, "oh, you just don't know what you want." That's awful! It's very close to an issue I have with certain approaches to running games (where the person running the game takes the stance of "I know what you will find fun better than you do"), so I understand why this is a huge, huge issue. "Oh, you just don't know any better" is a d!@k move in <em>any</em> debate, and should not be tolerated.</p><p></p><p>I just think there is still <em>some</em> merit, <em>some</em> of the time, in saying, "It's useful to try things you don't know you'll like, both to help you understand why you <em>do</em> like what you like, and to get a chance to discover something you didn't know you would like." Which is the longer, more nuanced form of this idea--not making blanket statements about others failing to know themselves, but recognizing that what a person knows about their own taste is partly a function of what they've been exposed to, and thus that it is often useful to seek out novel experiences in order to better understand one's own taste.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8937491, member: 6790260"] This is a tricky thing. Because it's both ridiculously easy to become patronizing, and yet entirely possible to actually not know your own taste, speaking from firsthand experience. I know I've cited the development of extra chunky spaghetti sauce in the past. That came from literally a [I]third[/I] of the American public genuinely preferring extra chunky sauce and never, even once, mentioning it because they simply didn't know; they weren't aware of the possibility, or didn't think they would actually like it. Perspective usually requires diverse experiences, and I don't think I am saying anything especially controversial by saying that D&D players can be very attached to a single system, often the first system they were exposed to as a player. That said, I don't want to downplay the severity of the first issue. I recognize how serious a problem that is, "oh, you just don't know what you want." That's awful! It's very close to an issue I have with certain approaches to running games (where the person running the game takes the stance of "I know what you will find fun better than you do"), so I understand why this is a huge, huge issue. "Oh, you just don't know any better" is a d!@k move in [I]any[/I] debate, and should not be tolerated. I just think there is still [I]some[/I] merit, [I]some[/I] of the time, in saying, "It's useful to try things you don't know you'll like, both to help you understand why you [I]do[/I] like what you like, and to get a chance to discover something you didn't know you would like." Which is the longer, more nuanced form of this idea--not making blanket statements about others failing to know themselves, but recognizing that what a person knows about their own taste is partly a function of what they've been exposed to, and thus that it is often useful to seek out novel experiences in order to better understand one's own taste. [/QUOTE]
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