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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 8966945" data-attributes="member: 7026617"><p>Well, given it was put together initially by people who were probably at least a little suspicious of gamism in general...</p><p></p><p></p><p></p><p>But of course some people think that's bad gameplay, too; that mistakes are as much a part of gameplay as anything else. And keep in mind just how appallingly adversarial a lot of the default GM/player culture at the time was. Strongly gamist players weren't particularly likely to view the GM's motives generously doing that (with simulationists, it at least was going to turn on how valid they perceived the GM's take on whether the mistake was genuinely one the opposition shouldn't be making, but one of the brittle points in simulationist approaches has always been where there's disagreements about what is "valid" as an assumption about the setting).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8966945, member: 7026617"] Well, given it was put together initially by people who were probably at least a little suspicious of gamism in general... But of course some people think that's bad gameplay, too; that mistakes are as much a part of gameplay as anything else. And keep in mind just how appallingly adversarial a lot of the default GM/player culture at the time was. Strongly gamist players weren't particularly likely to view the GM's motives generously doing that (with simulationists, it at least was going to turn on how valid they perceived the GM's take on whether the mistake was genuinely one the opposition shouldn't be making, but one of the brittle points in simulationist approaches has always been where there's disagreements about what is "valid" as an assumption about the setting). [/QUOTE]
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