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Out with the old (Game design traditions we should let go)
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<blockquote data-quote="pemerton" data-source="post: 8669649" data-attributes="member: 42582"><p>So if I wanted to play a campaign that satisfied [USER=29398]@Lanefan[/USER]'s normative demands - must run for hundreds of sessions, must not allow players to act on knowledge of in-fiction events where their PCs are not present, must work for five or ten or however many players - then I would not be suggesting possibilities that violate those norms.</p><p></p><p>But those norms are not essential for RPGing. My personal view is that RPGing is more satisfactory if they are abandoned. Thus, when I've got two players, I will use techniques that work for two players; given that part of what's fun in RPGing is knowing what is happening to your friend's PC, and the players are here to have fun, I will encourage them to pay attention to what is happening to one another's PCs; and if a game will work best over a one, or three, or whatever session arc, then that's how long we'll play it for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8669649, member: 42582"] So if I wanted to play a campaign that satisfied [USER=29398]@Lanefan[/USER]'s normative demands - must run for hundreds of sessions, must not allow players to act on knowledge of in-fiction events where their PCs are not present, must work for five or ten or however many players - then I would not be suggesting possibilities that violate those norms. But those norms are not essential for RPGing. My personal view is that RPGing is more satisfactory if they are abandoned. Thus, when I've got two players, I will use techniques that work for two players; given that part of what's fun in RPGing is knowing what is happening to your friend's PC, and the players are here to have fun, I will encourage them to pay attention to what is happening to one another's PCs; and if a game will work best over a one, or three, or whatever session arc, then that's how long we'll play it for. [/QUOTE]
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