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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Thomas Shey" data-source="post: 8447214" data-attributes="member: 7026617"><p>Or, honestly, in somewhat less extreme cases, at least possible to play with the material available. There are games where it appears literally impossible to complete character generation with the material provided, and lacking in any indication that the holes are intended to be filled by those playing. There was at least one game I was aware of that apparently failed to actually explain how damage was done in the system (and no, it was not a game with a non-combat focus).</p><p></p><p>Aiming at games with these sort of writing flaws is, of course, low-hanging fruit, and as I indicated there are more subtle cases where you have two games that are trying to emulate some particular old-school game, and where the difference in changes they've chosen seems, even by their apparent market, to be nonsensical. In some cases this may simply misaimed design (in other words, the apparent target market is not actually the intended one), but I'm pretty comfortable describing misaimed design as being worse than games that know what they're trying for and know how to tell you that, too.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8447214, member: 7026617"] Or, honestly, in somewhat less extreme cases, at least possible to play with the material available. There are games where it appears literally impossible to complete character generation with the material provided, and lacking in any indication that the holes are intended to be filled by those playing. There was at least one game I was aware of that apparently failed to actually explain how damage was done in the system (and no, it was not a game with a non-combat focus). Aiming at games with these sort of writing flaws is, of course, low-hanging fruit, and as I indicated there are more subtle cases where you have two games that are trying to emulate some particular old-school game, and where the difference in changes they've chosen seems, even by their apparent market, to be nonsensical. In some cases this may simply misaimed design (in other words, the apparent target market is not actually the intended one), but I'm pretty comfortable describing misaimed design as being worse than games that know what they're trying for and know how to tell you that, too. [/QUOTE]
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