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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Campbell" data-source="post: 8959553" data-attributes="member: 16586"><p>Right here you are making the same sort of category error you excuse the essays of making. You place each game that does not meet your purposes into the same bucket without regard to differences between them. In terms of play agenda, roles and responsibilities of players/GMs, how play is structured, what play reinforces there could not be two games more different than Apocalypse World and FATE. Yet you cast all that aside in your analysis because it's not personally important to you. In the same way that the distinctions between say RuneQuest and Vampire were not seen as incredibly important to address by people who wanted to design games like Sorcerer and Burning Wheel. </p><p></p><p>In both cases these distinctions are important to make. If I only care about area control board games the differences between deck building and worker placement games might not be personally important to me but treating them as if they were the same thing does a disservice to an overall discussion about board games. Acknowledging the full diversity of play is important so we can value each sort of play experience for what it alone brings to the table.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8959553, member: 16586"] Right here you are making the same sort of category error you excuse the essays of making. You place each game that does not meet your purposes into the same bucket without regard to differences between them. In terms of play agenda, roles and responsibilities of players/GMs, how play is structured, what play reinforces there could not be two games more different than Apocalypse World and FATE. Yet you cast all that aside in your analysis because it's not personally important to you. In the same way that the distinctions between say RuneQuest and Vampire were not seen as incredibly important to address by people who wanted to design games like Sorcerer and Burning Wheel. In both cases these distinctions are important to make. If I only care about area control board games the differences between deck building and worker placement games might not be personally important to me but treating them as if they were the same thing does a disservice to an overall discussion about board games. Acknowledging the full diversity of play is important so we can value each sort of play experience for what it alone brings to the table. [/QUOTE]
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