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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Campbell" data-source="post: 8629934" data-attributes="member: 16586"><p>All most of us are saying on the incoherency score is that within a given moment of play that everyone playing the game should have unity of purpose and clear expectations of what is required of them. That we should not be playing at cross purposes. That the game mechanics should support us rather than get in our way. That we should take our cues from the game we are playing.</p><p></p><p>That's not to say that our priorities need to be the same for every moment of play, just that when we shift our priorities we should do it together with clear expectations of what we are doing with mechanics that actually support us or least do not get it in our way.</p><p></p><p>These conflicts of agendas between players and frustration with playing games that do not support them are not just theory to me. I have had direct experience of this things happening at the table again and again. Not that you can never through design and effort help resolve tension between the various agendas, but that doing so involves prioritizing moment to moment.</p><p></p><p>I have even often experienced an internal conflict between agendas. This was especially true for games like Vampire and Legend of the Five Rings where doing in genre things almost always involved not playing well. It's why I am so thankful for FFG's excellent takes on Star Wars and Legend of the Five Rings. Their great High Concept designs help me resolve my inner strife.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8629934, member: 16586"] All most of us are saying on the incoherency score is that within a given moment of play that everyone playing the game should have unity of purpose and clear expectations of what is required of them. That we should not be playing at cross purposes. That the game mechanics should support us rather than get in our way. That we should take our cues from the game we are playing. That's not to say that our priorities need to be the same for every moment of play, just that when we shift our priorities we should do it together with clear expectations of what we are doing with mechanics that actually support us or least do not get it in our way. These conflicts of agendas between players and frustration with playing games that do not support them are not just theory to me. I have had direct experience of this things happening at the table again and again. Not that you can never through design and effort help resolve tension between the various agendas, but that doing so involves prioritizing moment to moment. I have even often experienced an internal conflict between agendas. This was especially true for games like Vampire and Legend of the Five Rings where doing in genre things almost always involved not playing well. It's why I am so thankful for FFG's excellent takes on Star Wars and Legend of the Five Rings. Their great High Concept designs help me resolve my inner strife. [/QUOTE]
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