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General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
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<blockquote data-quote="Pedantic" data-source="post: 9086384" data-attributes="member: 6690965"><p>You run pretty quickly into the "what is fun?" problem though. I play 6-8 hour train capitalism simulators on my weekends, and get excited about things like comparing partial vs. full capitalization or different auction methods for the initial bid on embezzlement options. I have friends who would rather do just about anything else with their time, while I put at least 20% of a breakup on not being able to stomach another game of Commander with him and his otherwise pretty reasonable friends, because it is a badly designed fan mod to an already mediocre game that should not be popular.</p><p></p><p>Quality (or even intentionality) of design is no ultimately signifier of appeal, and what part of the aesthetic can comfortably live in abstraction and what must be modeled is often right down to the personal tastes of the ultimate players.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9086384, member: 6690965"] You run pretty quickly into the "what is fun?" problem though. I play 6-8 hour train capitalism simulators on my weekends, and get excited about things like comparing partial vs. full capitalization or different auction methods for the initial bid on embezzlement options. I have friends who would rather do just about anything else with their time, while I put at least 20% of a breakup on not being able to stomach another game of Commander with him and his otherwise pretty reasonable friends, because it is a badly designed fan mod to an already mediocre game that should not be popular. Quality (or even intentionality) of design is no ultimately signifier of appeal, and what part of the aesthetic can comfortably live in abstraction and what must be modeled is often right down to the personal tastes of the ultimate players. [/QUOTE]
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