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General Tabletop Discussion
*TTRPGs General
"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="hawkeyefan" data-source="post: 9253809" data-attributes="member: 6785785"><p>It's not about validity. Your experience is valid to you. It's valid in and of itself. But when you start to claim or imply that your experience is likely to be typical, that's something that can be challenged. </p><p></p><p>I have no doubt that you experienced the things you experienced. I just don't think they should be taken by others as all that indicative of collaborative world building. </p><p></p><p>As for my experiences, feel free to criticize them all you like. I'm fully capable of defending them. </p><p></p><p></p><p></p><p>What questions do you have? I said... feel free to ask away. I am confident in my ability to discuss these games and how they work, and how they're similar to traditional play, and how they're different. And how none of the concerns you've expressed about collaborative world building have been very prevalent in them. </p><p></p><p>Of those listed, Dogs in the Vineyard and Mouse Guard are two that I'd say I'm not fully proficient with. I get how each works, and I've played enough to grasp them, but there are some details I may mistake or that I'm not 100% on. If you're very familiar with either of those games, I'd likely yield to that experience. </p><p></p><p></p><p></p><p>Yes, the blurb from Mothership talks about how one specific group decided to make their own setting despite the fact that the book largely tells the GM to do so. </p><p></p><p>Do you actually want to discuss the three examples I offered? Are you familiar with any of these three games? Do your experiences with them differ? </p><p></p><p></p><p></p><p>Who else would decide my opinion? </p><p></p><p></p><p></p><p>Considering I'm not the only one that is taking that away from your posts, perhaps you're not being as clear as you think? Or perhaps despite all the "...in my experiences" you add, it doesn't change the vibe?</p><p></p><p>I mean, you've said how you feel about collaborative world building. I have no doubt that's how you feel, and I would expect that, based on those feelings, you'd avoid such play in the future. Or at least approach it cautiously. </p><p></p><p>I've said how I feel about collaborative world building. Do you accept that I feel the way I do about it, and that I will continue to enjoy such games and to seek them out? I would hope you do. </p><p></p><p>But if so, then what are we discussing? Why are we continuing this back and forth? </p><p></p><p>As I've said, I am only countering your concerns as being applicable to the game itself rather than to you and your group, and so anyone reading this exchange can know that collaborative world building need not be problematic in the ways you've expressed. Do you disagree with this?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9253809, member: 6785785"] It's not about validity. Your experience is valid to you. It's valid in and of itself. But when you start to claim or imply that your experience is likely to be typical, that's something that can be challenged. I have no doubt that you experienced the things you experienced. I just don't think they should be taken by others as all that indicative of collaborative world building. As for my experiences, feel free to criticize them all you like. I'm fully capable of defending them. What questions do you have? I said... feel free to ask away. I am confident in my ability to discuss these games and how they work, and how they're similar to traditional play, and how they're different. And how none of the concerns you've expressed about collaborative world building have been very prevalent in them. Of those listed, Dogs in the Vineyard and Mouse Guard are two that I'd say I'm not fully proficient with. I get how each works, and I've played enough to grasp them, but there are some details I may mistake or that I'm not 100% on. If you're very familiar with either of those games, I'd likely yield to that experience. Yes, the blurb from Mothership talks about how one specific group decided to make their own setting despite the fact that the book largely tells the GM to do so. Do you actually want to discuss the three examples I offered? Are you familiar with any of these three games? Do your experiences with them differ? Who else would decide my opinion? Considering I'm not the only one that is taking that away from your posts, perhaps you're not being as clear as you think? Or perhaps despite all the "...in my experiences" you add, it doesn't change the vibe? I mean, you've said how you feel about collaborative world building. I have no doubt that's how you feel, and I would expect that, based on those feelings, you'd avoid such play in the future. Or at least approach it cautiously. I've said how I feel about collaborative world building. Do you accept that I feel the way I do about it, and that I will continue to enjoy such games and to seek them out? I would hope you do. But if so, then what are we discussing? Why are we continuing this back and forth? As I've said, I am only countering your concerns as being applicable to the game itself rather than to you and your group, and so anyone reading this exchange can know that collaborative world building need not be problematic in the ways you've expressed. Do you disagree with this? [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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