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<blockquote data-quote="pemerton" data-source="post: 8397407" data-attributes="member: 42582"><p>[USER=6696971]@Manbearcat[/USER]</p><p></p><p>(EDIT for clarity: what follows is written keeping in mind the FKR blog I linked to, rather than nineteenth century Prussian military wargaming.)</p><p></p><p>I don't think starting with Calvinball is the right explanatory paradigm, even taking account of your (3) which basically means it's no longer Calvinball. (Likewise I wouldn't really start explaining broccoli by beginning with ice cream.) You are correct to identify <em>skilful and informed extrapolation</em> as key. I think this is why the blog I linked to keeps referring to "realism" - that is a signal of non-gonzo, all-too-mortal gameplay (so eg completely different from both 4e D&D and Prince Valiant, although both of those are quite different from one another).</p><p></p><p>I think the core apex of play sits somewhere between or across competition and exploration (the latter in The Forge sense). The object of exploration is, I think, primarily setting with a sprinkling of situation and maybe just a hint of character. <em>Plot </em>will be emergent; and there will be no <em>story </em>guaranteed in any sense beyond a sequence of events in which some of the same characters figure. (Which is exactly what you posit in your juxtaposed contrast.)</p><p></p><p>The competition is primarily going to be solving the puzzle, completing the raid, escaping the pursuers, etc: the promo blog for Any Planet Is Earth has Classic Traveller written all over it!</p><p></p><p>We could call that <em>beating the immediate setting/situation content by thinking of realistic ways to defeat it given a shared conception of what the PCs are able to do.</em> It relies on holding that content rock-steady based on prep (otherwise we <em>do</em> have Calvinball) and on keeping everything within the parameters where skilful and informed extrapolation can take place.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8397407, member: 42582"] [USER=6696971]@Manbearcat[/USER] (EDIT for clarity: what follows is written keeping in mind the FKR blog I linked to, rather than nineteenth century Prussian military wargaming.) I don't think starting with Calvinball is the right explanatory paradigm, even taking account of your (3) which basically means it's no longer Calvinball. (Likewise I wouldn't really start explaining broccoli by beginning with ice cream.) You are correct to identify [I]skilful and informed extrapolation[/I] as key. I think this is why the blog I linked to keeps referring to "realism" - that is a signal of non-gonzo, all-too-mortal gameplay (so eg completely different from both 4e D&D and Prince Valiant, although both of those are quite different from one another). I think the core apex of play sits somewhere between or across competition and exploration (the latter in The Forge sense). The object of exploration is, I think, primarily setting with a sprinkling of situation and maybe just a hint of character. [I]Plot [/I]will be emergent; and there will be no [I]story [/I]guaranteed in any sense beyond a sequence of events in which some of the same characters figure. (Which is exactly what you posit in your juxtaposed contrast.) The competition is primarily going to be solving the puzzle, completing the raid, escaping the pursuers, etc: the promo blog for Any Planet Is Earth has Classic Traveller written all over it! We could call that [I]beating the immediate setting/situation content by thinking of realistic ways to defeat it given a shared conception of what the PCs are able to do.[/I] It relies on holding that content rock-steady based on prep (otherwise we [I]do[/I] have Calvinball) and on keeping everything within the parameters where skilful and informed extrapolation can take place. [/QUOTE]
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