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General Tabletop Discussion
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Some reasons why people may reject the notion that "System/Rules matter"
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<blockquote data-quote="Campbell" data-source="post: 8195540" data-attributes="member: 16586"><p>I would suggest that if the play experience is identical then so is the actual process of play. I get that the vast majority don't think about rules that much. In the middle of playing game neither do I, but those rules still have an impact. In my experience people are not getting similar experiences from wildly different games. They are getting incredibly similar experiences from incredibly similar games. The vast majority of mainstream games and the vast majority of games that people play follows an incredibly similar set of play procedures, divisions of narrative authority, and set of play priorities.</p><p></p><p>I'm not saying you are anyone else has to care about what happens at the margins of the hobby, but the play experience is remarkably different in games like Burning Wheel, Apocalypse World, Dogs in the Vineyard, and Monsterhearts. You cannot easily get the same experience in a remarkably different game. I have never seen someone try to do so without exposure to these games either.</p><p></p><p>I'm not saying you cannot drift or alter the experience. When I run mainstream games I bring in techniques from indie designs all the time, but I am bringing that energy in and making changes to the process of play. The result is often a unique alchemy. Our Vampire game takes in elements of different versions of Vampire, Blades in the Dark, Apocalypse World, Exalted Third Edition, Nordic LARPs and Passiones de Passiones. The specific set of techniques and the play process we use deliver a bespoke experience that is very different from any Vampire game I have played before.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8195540, member: 16586"] I would suggest that if the play experience is identical then so is the actual process of play. I get that the vast majority don't think about rules that much. In the middle of playing game neither do I, but those rules still have an impact. In my experience people are not getting similar experiences from wildly different games. They are getting incredibly similar experiences from incredibly similar games. The vast majority of mainstream games and the vast majority of games that people play follows an incredibly similar set of play procedures, divisions of narrative authority, and set of play priorities. I'm not saying you are anyone else has to care about what happens at the margins of the hobby, but the play experience is remarkably different in games like Burning Wheel, Apocalypse World, Dogs in the Vineyard, and Monsterhearts. You cannot easily get the same experience in a remarkably different game. I have never seen someone try to do so without exposure to these games either. I'm not saying you cannot drift or alter the experience. When I run mainstream games I bring in techniques from indie designs all the time, but I am bringing that energy in and making changes to the process of play. The result is often a unique alchemy. Our Vampire game takes in elements of different versions of Vampire, Blades in the Dark, Apocalypse World, Exalted Third Edition, Nordic LARPs and Passiones de Passiones. The specific set of techniques and the play process we use deliver a bespoke experience that is very different from any Vampire game I have played before. [/QUOTE]
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Some reasons why people may reject the notion that "System/Rules matter"
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