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The End of the Gaming Renaissance
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<blockquote data-quote="maddman75" data-source="post: 4985281" data-attributes="member: 2673"><p>There is a huge gulf between the forge theory and the games produced. I have issues with the theory myself and don't much like discussion of it. But the actual games are really fun, some interesting stuff out there.</p><p></p><p>The Indie press I feel represent a different strategy toward gaming completely. Some of the guys I game with lament the old days, when you'd start level 1 and work up to Immortal over a couple of years of gaming, and they just can't seem to get that to work like they did in high school. I don't share in their lament, because I stopped trying to do that.</p><p></p><p>Its an unspoken assumption in most traditional games - the PCs will start out weak and small in scope, eventually becoming tougher and more powerful. In the real world, more likely the game fizzles out leaving everyone dissatisfied. The solution is to run a game for a single story arc, then move onto something else. Maybe you come back to an old favorite, but you don't play the same game forever.</p><p></p><p>The point of this? That is what the Indie games are suited to. They are focused. I don't get an general 'roleplaying in the old west' game, I get Dogs in the Vineyard, where the PCs are God's Watchdogs in a fictional west, leading the Faithful away from Sin and Demons. There aren't rules for mining gold or surviving in the desert or even shootouts, apart from in the context of a moral dilemma. That's what its about, and when we're done we'll move on.</p><p></p><p>They also frequently give the players more narrative control, with the goal of getting players invested in the game more quickly and making things easier on the GM prep-wise.</p><p></p><p>I like both the new 'indie-style' and Traditional games, though to be honest more and more the Indie ones are suiting my gaming style better.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4985281, member: 2673"] There is a huge gulf between the forge theory and the games produced. I have issues with the theory myself and don't much like discussion of it. But the actual games are really fun, some interesting stuff out there. The Indie press I feel represent a different strategy toward gaming completely. Some of the guys I game with lament the old days, when you'd start level 1 and work up to Immortal over a couple of years of gaming, and they just can't seem to get that to work like they did in high school. I don't share in their lament, because I stopped trying to do that. Its an unspoken assumption in most traditional games - the PCs will start out weak and small in scope, eventually becoming tougher and more powerful. In the real world, more likely the game fizzles out leaving everyone dissatisfied. The solution is to run a game for a single story arc, then move onto something else. Maybe you come back to an old favorite, but you don't play the same game forever. The point of this? That is what the Indie games are suited to. They are focused. I don't get an general 'roleplaying in the old west' game, I get Dogs in the Vineyard, where the PCs are God's Watchdogs in a fictional west, leading the Faithful away from Sin and Demons. There aren't rules for mining gold or surviving in the desert or even shootouts, apart from in the context of a moral dilemma. That's what its about, and when we're done we'll move on. They also frequently give the players more narrative control, with the goal of getting players invested in the game more quickly and making things easier on the GM prep-wise. I like both the new 'indie-style' and Traditional games, though to be honest more and more the Indie ones are suiting my gaming style better. [/QUOTE]
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