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<blockquote data-quote="Raven Crowking" data-source="post: 5278584" data-attributes="member: 18280"><p>MrMyth, I am just going to reply to your last post.</p><p></p><p>If you look upthread, you might note that I pointed out, many times, that people want a variable level of narrative control, and a variable level of "what happens" (i.e., loss of narrative control), but that both are necessary. </p><p></p><p>These work as two poles on a line: Whatever narrative control exists detracts perforce from random elements (or loss of narrative control); whatever elements exist where narrative control is lost perforce detract from narrative control. </p><p></p><p>No one wants a completely unrestricted narrative ("Roll 1d6 each round; on a 1 you die from falling anvil") and no one wants a completely restricted narrative ("Let me walk your characters through my fanfic while I tell you what they do!"). What is desired is somewhere between. Where, exactly, is a matter of personal preference.</p><p></p><p>That personal preference exists, at least in part, because when you gain something on one side of the equation, you must give up something on the other. How you value what is gained, or what must be given up to attain it, drives preference.</p><p></p><p>Recognize this, and you can begin to work out how to shift your gains into areas you value, while shifting what you give up into the less valuable (to you) aspects of the other pole. IOW, while from an <strong><em>objective</em></strong> standpoint, you must give equal to your gains, from a <em><strong>subjective</strong></em> standpoint, this isn't necessarily so.</p><p></p><p>This is one of the reasons it is taking me so long to finalize my own system (RCFG). I am carefully examining aspects to determine that what I give up, from that subjective standpoint, does not exceed my gains.</p><p></p><p>And from this point, as well, you can see why a game might split the community. It might excel at balancing these factors for a specific subset of people by moving strongly toward one pole, while alienating others because of what must be given up to achieve that effect.....or because they value the other pole more than the designers.</p><p></p><p>Ultimately, this is why there can be many, many good games -- even <em><strong>great</strong></em> games -- but no One True Game.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5278584, member: 18280"] MrMyth, I am just going to reply to your last post. If you look upthread, you might note that I pointed out, many times, that people want a variable level of narrative control, and a variable level of "what happens" (i.e., loss of narrative control), but that both are necessary. These work as two poles on a line: Whatever narrative control exists detracts perforce from random elements (or loss of narrative control); whatever elements exist where narrative control is lost perforce detract from narrative control. No one wants a completely unrestricted narrative ("Roll 1d6 each round; on a 1 you die from falling anvil") and no one wants a completely restricted narrative ("Let me walk your characters through my fanfic while I tell you what they do!"). What is desired is somewhere between. Where, exactly, is a matter of personal preference. That personal preference exists, at least in part, because when you gain something on one side of the equation, you must give up something on the other. How you value what is gained, or what must be given up to attain it, drives preference. Recognize this, and you can begin to work out how to shift your gains into areas you value, while shifting what you give up into the less valuable (to you) aspects of the other pole. IOW, while from an [B][I]objective[/I][/B] standpoint, you must give equal to your gains, from a [I][B]subjective[/B][/I] standpoint, this isn't necessarily so. This is one of the reasons it is taking me so long to finalize my own system (RCFG). I am carefully examining aspects to determine that what I give up, from that subjective standpoint, does not exceed my gains. And from this point, as well, you can see why a game might split the community. It might excel at balancing these factors for a specific subset of people by moving strongly toward one pole, while alienating others because of what must be given up to achieve that effect.....or because they value the other pole more than the designers. Ultimately, this is why there can be many, many good games -- even [I][B]great[/B][/I] games -- but no One True Game. RC [/QUOTE]
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