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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Manbearcat" data-source="post: 8966977" data-attributes="member: 6696971"><p>[USER=42582]@pemerton[/USER] points out how this appears to index Gamism (which is how I've historically seen GDS's S expressed in the past; hence my post). I'd also say that I feel that there is a not-insignificant amount of confounding evidence...at least that I've seen...in design, commentary, and meta-commentary over the years... [USER=6690965]@Pedantic[/USER] certainly seems to be expressing G (challenge-based) priorities and S priorities that are not independent from one another...and there are large swaths of old school D&D cohorts that occupy that same philosophical space.</p><p></p><p>But, again, like I outlined in my post, I'm no expert on the particulars of Simulationist priorities and I'm perfectly happy being corrected on the matter. So lets go with what you're saying here; GDS's model for S was intended to be independent of either G or D and its purpose was exclusively "to create an imagined space that was consistent and seemed to represent world coherence" (as you've written above).</p><p></p><p>If your purpose in Simulation is to <em>create an imagined space that is consistent and represents world coherence</em> while <em>expressly being independent from Game priorities</em>, then I have to assume that S objective is to <em>fullfill immersionist priorities</em> as in "the experiential quality of being there."</p><p></p><p>So, if that is true, can you break down how that is meaningfully at odds with the GNS <a href="http://www.indie-rpgs.com/articles/15/" target="_blank"><em>The Right to Dream essay</em></a><em> which speaks directly to priorities around experiential consistency of exploration and internal logic of <whatever is being modelled and causally related/coupled></em>? I'd rather not get sidetracked about how you personally feel about Edwards or his model overall so I hope we can stay on this specific point.</p><p></p><p>If GDS's S is independent of G (challenge-based priorities), then how is it meaningfully different from GNS's S most fundamental essay (which pegs it as preoccupation with the priorities listed above which are alleged to be independent from G & N priorities)? Or do you agree with The Right to Dream essay (forget the rest of it...lets focus on this) and that Edwards had this core component of S correct in this essay?</p><p></p><p>If not...why...and what then is GDS's S...<em>doing </em>for the players and the experience of play?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8966977, member: 6696971"] [USER=42582]@pemerton[/USER] points out how this appears to index Gamism (which is how I've historically seen GDS's S expressed in the past; hence my post). I'd also say that I feel that there is a not-insignificant amount of confounding evidence...at least that I've seen...in design, commentary, and meta-commentary over the years... [USER=6690965]@Pedantic[/USER] certainly seems to be expressing G (challenge-based) priorities and S priorities that are not independent from one another...and there are large swaths of old school D&D cohorts that occupy that same philosophical space. But, again, like I outlined in my post, I'm no expert on the particulars of Simulationist priorities and I'm perfectly happy being corrected on the matter. So lets go with what you're saying here; GDS's model for S was intended to be independent of either G or D and its purpose was exclusively "to create an imagined space that was consistent and seemed to represent world coherence" (as you've written above). If your purpose in Simulation is to [I]create an imagined space that is consistent and represents world coherence[/I] while [I]expressly being independent from Game priorities[/I], then I have to assume that S objective is to [I]fullfill immersionist priorities[/I] as in "the experiential quality of being there." So, if that is true, can you break down how that is meaningfully at odds with the GNS [URL='http://www.indie-rpgs.com/articles/15/'][I]The Right to Dream essay[/I][/URL][I] which speaks directly to priorities around experiential consistency of exploration and internal logic of <whatever is being modelled and causally related/coupled>[/I]? I'd rather not get sidetracked about how you personally feel about Edwards or his model overall so I hope we can stay on this specific point. If GDS's S is independent of G (challenge-based priorities), then how is it meaningfully different from GNS's S most fundamental essay (which pegs it as preoccupation with the priorities listed above which are alleged to be independent from G & N priorities)? Or do you agree with The Right to Dream essay (forget the rest of it...lets focus on this) and that Edwards had this core component of S correct in this essay? If not...why...and what then is GDS's S...[I]doing [/I]for the players and the experience of play? [/QUOTE]
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