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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8634330" data-attributes="member: 6790260"><p>okay, since you responded to the criticism I literally just posted, I guess it's warranted that I say something here.</p><p></p><p>You are, again, saying that "because it was <em>possible</em> for you to engage with the thing, it must have been functional." That definition of "it can't be broken if you can potentially engage with it" is worse than useless, it actively conceals any possibility of problem. It is a <em>negatively</em> useful definition, concealing from sight things that could have been seen. Because, I guarantee you, it is possible to say that about literally every game ever published, and very nearly every game <em>not</em> published. It is <em>extremely difficult</em> to design a game that anyone would call "a game" which actively <em>prevents</em> someone from engaging with it, at all.</p><p></p><p>Playing for hundreds of sessions does not, in the <em>slightest</em>, mean that problems weren't cropping up <em>all the time</em>. That reeks of Oberoni fallacy: "well, you made it work, so there wasn't a problem." No, there <em>were</em> problems, it was just possible to partially paper over them. Or (probably just as likely) struggle in vain to ignore them and hope they'd go away.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8634330, member: 6790260"] okay, since you responded to the criticism I literally just posted, I guess it's warranted that I say something here. You are, again, saying that "because it was [I]possible[/I] for you to engage with the thing, it must have been functional." That definition of "it can't be broken if you can potentially engage with it" is worse than useless, it actively conceals any possibility of problem. It is a [I]negatively[/I] useful definition, concealing from sight things that could have been seen. Because, I guarantee you, it is possible to say that about literally every game ever published, and very nearly every game [I]not[/I] published. It is [I]extremely difficult[/I] to design a game that anyone would call "a game" which actively [I]prevents[/I] someone from engaging with it, at all. Playing for hundreds of sessions does not, in the [I]slightest[/I], mean that problems weren't cropping up [I]all the time[/I]. That reeks of Oberoni fallacy: "well, you made it work, so there wasn't a problem." No, there [I]were[/I] problems, it was just possible to partially paper over them. Or (probably just as likely) struggle in vain to ignore them and hope they'd go away. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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