Eyebeams, thanks for the reply.
I think that the more you try to depart from this, the more you'll bump into the limits of the system. (I don't know if this counts as advocating obedience. I do think it's a realistic observation.)
I agree that the resolution mechanics point you towards the narrative or thematic logics of the worlds that these games create. But I still want to assert that they don't do this by modelling the ingame physics of those worlds. Without some sort of contrast like this, I don't know how to capture the difference between (for example) RuneQuest and HeroQuest.All of those *are* models, however, and all of them say something about the internal logic of the worlds they create
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HeroQuest is pretty straightforward, as one could advance an argument that Glorantha is pretty effectively simulated by the rules, as gods and the assumption of mythic roles is embedded into Glorantha's world logic. In the case of Nicotine Girls, we learn about the dynamics of a very constrained world based on what a middle class man believes about poor women.
Clearly. Though I think it is interesting to see a RPG try to make class a focus of the game.(Note: This kind of analysis isn't going to make you any friends.)
I didn't know Mearls had said this. I've posted frequently that 4e seems designed to produce a game that "tells the story of D&D" - the effect of scaling across character build and encounter design, combined with the Monster Manuals as written, is to give a game that starts with goblins and kobolds and proceeds via drow and mind flayers to conclude with Lolth and Orcus. And the epic level demigods who confront Lolth and Orcus won't be worrying about mundane locks or 10' deep pits.In Mike Mearls' conception of D&D, this force is rendered subtly around what he at one time called D&D's "core story" and which has now developed into the notion of an "essence" -- the idea that there is a set thing D&D is about.
I think that the more you try to depart from this, the more you'll bump into the limits of the system. (I don't know if this counts as advocating obedience. I do think it's a realistic observation.)
This is all true. I think it's especially true of a (relatively) mass-market game like D&D that people will try and to very different things with it. But I'm not sure what you think designers should be doing to take account of that reality (eg produce variant subsystems?; produce modules and worlds that can support varying playstyles?)Players pursue various impulses that change from game to game and moment to moment, and frequently contradict each other.
There's no real fix here. We just need to accept that there are limits to how satisfying a game design can be, and take responsibility for our relationship with the game. The best game designers can do is explain what they want to do, and take into account the reality that people will want to do something different.