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S/Z: On the Difficulties of RPG Theory & Criticism
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<blockquote data-quote="Beleriphon" data-source="post: 7928165" data-attributes="member: 27847"><p>I didn't miss that part, it's super important. Since if we're going to discussing game philosophy and design, it probably helps to have language that discusses games from a design and intent standpoint. And if we can start as square one of the most basic design of the rules then we can build from there.</p><p></p><p>For example what is the actual intent of FATE or Munchhausen? What did the people who wrote those rules actually want you as a player to have your game be like? What does your game actually look like in play, does it match the original writer's intent? Why, why not? Does the intent not actually work in context of the rules, if so why not? Are there assumed premises in the rules you as a player aren't following?</p><p></p><p></p><p></p><p>Which is true, but this is why I've suggest delineating the most basic components of an RPG. I mean at the core you need a group of players, and agreed up on set of rules, and some characters to role play. </p><p></p><p>While I agree the game as a whole doesn't have win/loss conditions in the sense that one side loses and the other wins in some kind of zero sum sense the players can experience wins and losses within the game that don't necessarily end the game.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7928165, member: 27847"] I didn't miss that part, it's super important. Since if we're going to discussing game philosophy and design, it probably helps to have language that discusses games from a design and intent standpoint. And if we can start as square one of the most basic design of the rules then we can build from there. For example what is the actual intent of FATE or Munchhausen? What did the people who wrote those rules actually want you as a player to have your game be like? What does your game actually look like in play, does it match the original writer's intent? Why, why not? Does the intent not actually work in context of the rules, if so why not? Are there assumed premises in the rules you as a player aren't following? Which is true, but this is why I've suggest delineating the most basic components of an RPG. I mean at the core you need a group of players, and agreed up on set of rules, and some characters to role play. While I agree the game as a whole doesn't have win/loss conditions in the sense that one side loses and the other wins in some kind of zero sum sense the players can experience wins and losses within the game that don't necessarily end the game. [/QUOTE]
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