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Playing in the Blank Spaces of the System
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<blockquote data-quote="Celebrim" data-source="post: 9315872" data-attributes="member: 4937"><p>No one I've ever heard of chooses a RPG to handle combat specifically because it lacks rules for combat, but lots of people choose an RPG to handle story driven play and social driven play specifically because the RPG lacks rules for those things. </p><p></p><p>That there isn't symmetry here is my point and is what it has to do with the subject. Social and mental attributes are fundamentally different than physical attributes and failure to recognize that has led to a lot of symmetrical designs that poorly serve their intended goal. Too many rule systems look at the support for combat, make the assumption that social interaction is just combat and make a symmetrical system intended to cover both things.</p><p></p><p>Brennan says, "Combat is the thing I'm least interested in simulating through improvisational story telling so I need a game to do that for me." That is exactly point here. Brennan is primarily interested in doing improvisational story telling. But he doesn't need a game to define for him how to do improvisational story telling. He doesn't need rules for that. He needs rules for the parts of the play that improvisational story telling doesn't work for. Improvisational story telling as no surprise works well for improvisational storytelling. I think you have it backwards here. The game is improvisational story telling. The blank space in that is combat, and so he's filling it in with rules that fill in the blank space which is combat.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9315872, member: 4937"] No one I've ever heard of chooses a RPG to handle combat specifically because it lacks rules for combat, but lots of people choose an RPG to handle story driven play and social driven play specifically because the RPG lacks rules for those things. That there isn't symmetry here is my point and is what it has to do with the subject. Social and mental attributes are fundamentally different than physical attributes and failure to recognize that has led to a lot of symmetrical designs that poorly serve their intended goal. Too many rule systems look at the support for combat, make the assumption that social interaction is just combat and make a symmetrical system intended to cover both things. Brennan says, "Combat is the thing I'm least interested in simulating through improvisational story telling so I need a game to do that for me." That is exactly point here. Brennan is primarily interested in doing improvisational story telling. But he doesn't need a game to define for him how to do improvisational story telling. He doesn't need rules for that. He needs rules for the parts of the play that improvisational story telling doesn't work for. Improvisational story telling as no surprise works well for improvisational storytelling. I think you have it backwards here. The game is improvisational story telling. The blank space in that is combat, and so he's filling it in with rules that fill in the blank space which is combat. [/QUOTE]
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