Thomas Shey
Legend
My understanding is that Edwards deliberately excluded genre.
And once again, emulation ≠ simulation.
That hasn't stopped people from lumping them together in this very thread.
My understanding is that Edwards deliberately excluded genre.
And once again, emulation ≠ simulation.
So I've noticed. Evocation, too.That hasn't stopped people from lumping them together in this very thread.
So I've noticed. Evocation, too.
I don't really disagree with this. I was only commenting on why backstory was seen in a negative light. Actually there is a 4) which is that players didn't like it because it gave the GM things to mess with (IE your PC's family or town, etc.). Anyway, hard pawn stance type play was only universal in the days immediately following the publication of D&D. Once people had a year of play behind them, they were doing all sorts of different stuff. Still, they didn't develop substantially new game tech for quite a while. I mean, most of the early focus was on "the magic system is stupid, lets have spell points" and such. That really didn't change anything. Actual change was generated by first of all discarding a lot of the Troupe Play aspects, and adding more mechanics to PCs. AD&D 1e was Gary acknowledging this. I mean, I actually remember when we got the PHB and we were all a bit irritated or questioning about just HOW DARN LONG it took to fill out a character sheet, like TEN WHOLE MINUTES, MAYBE 20! I mean, I'm dead here, I want to get back into play, hurry it up!He's not wrong with certain element of very early play style, but that sort of style did not survive contact with the playing public for very long at all, less so in some places than others. Particularly, while it might have stayed in practice, the support for characters being interchangeable started to go away about as soon as attribute values actually started to mean something. To conclude that all or even the majority of Old School play was/is that is something of a hot take.
LOL, yes, words straight out of the early 80s! I mean, it might have landed in Usenet in 1995, but this was in fact already rather dated by that point.
@Thomas Shey
You might find a lot more middle ground if you did not seem so adamant about throwing the baby out with the bath water. I would be completely fine with this list of creative agendas for instance:
Visceral Protagonism
Right to Dream (Dramatism / High Concept Sim)
Step On Up
Living Breathing World
Honestly that Story word seems like an albatross around Story Now's neck to me. It gives all sorts of people the wrong idea about what it's all about.
The question is: what is the actual error in looking at different modes of exploration?Let's not act like I'm the only one in this thread that thinks shoving most of Dramatism into Sim makes no damn sense. And that disagreement in terminology is the matter now at hand. You can argue I'm biased here, but there have been at least two other people in here who find that pretty nonsensical, and they were not people around for GDS.
Just to elaborate, and to link to what @Campbell has been saying:Genre emulation turns out is another of those fraught turns of phrase. The other part of sim from process is high-concept sim, and that can be genre emulation (I'd argue that FATE does this), but the point here isn't that genre is involved, but how it's involved. If genre is the point, it's sim. If genre is just present, not so much. So a game can be like AW which drips genre in some regards, but genre isn't the point of play.
Right.It's not about prominence. It's about distinctiveness. The creative agendas are just phenomenally different.