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*TTRPGs General
"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9342257" data-attributes="member: 82106"><p>OK, sure, but lets look at the poster child, Apocalypse World. Having read many things Baker et al have written about the genesis of that game, I think we can see that it was not even slightly spun out in his brain and just dropped on paper. It was a produce of LONG experience, a distillation of that experience into a form which could be communicated to others, along with some genuine innovation in the moment. Still, I bet every element arose somewhere in actual play before it ever got incorporated into AW, and the actual writing of the game itself was at heart more of a compilation of practice and process of identifying the key elements and eliminating the extraneous. So, I am relatively sure it was a pretty social process and the stage of putting the ideas on paper in final form was not where "the rubber met the road" so to speak. </p><p></p><p>Now, I could never prove that every other substantive RPG has something analogous, if not a full blown public process, at its root, but I think even fairly idiosyncratic developers like Siembieda still didn't just sit down and scratch out his first game "The Mechanoid Invasion" from nowhere. Again, I don't know as a fact, but I bet you dollars to donuts that it arose out of a process of hacking and playing and collaborating with other people from which the thing emerged. And honestly, I'd say Palladium is almost the poster child for weird, half-broken, obviously not-really-tested stuff!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9342257, member: 82106"] OK, sure, but lets look at the poster child, Apocalypse World. Having read many things Baker et al have written about the genesis of that game, I think we can see that it was not even slightly spun out in his brain and just dropped on paper. It was a produce of LONG experience, a distillation of that experience into a form which could be communicated to others, along with some genuine innovation in the moment. Still, I bet every element arose somewhere in actual play before it ever got incorporated into AW, and the actual writing of the game itself was at heart more of a compilation of practice and process of identifying the key elements and eliminating the extraneous. So, I am relatively sure it was a pretty social process and the stage of putting the ideas on paper in final form was not where "the rubber met the road" so to speak. Now, I could never prove that every other substantive RPG has something analogous, if not a full blown public process, at its root, but I think even fairly idiosyncratic developers like Siembieda still didn't just sit down and scratch out his first game "The Mechanoid Invasion" from nowhere. Again, I don't know as a fact, but I bet you dollars to donuts that it arose out of a process of hacking and playing and collaborating with other people from which the thing emerged. And honestly, I'd say Palladium is almost the poster child for weird, half-broken, obviously not-really-tested stuff! [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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