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<blockquote data-quote="howandwhy99" data-source="post: 4328698" data-attributes="member: 3192"><p>Please don't try and redefine concepts like genre, style, tone, and theme. These are bigger than RPGs and already have common held definitions in the dictionary. Needlessly messing up their real meaning with self-defined jargon only you use hurts what you are trying to do here. I suggest listing the dictionary meaning you agree with and then illustrating how this applies to RPGs.</p><p></p><p>The hierarchy of resolution is also biased. It basically says rules are the best way to resolve tasks and the worst way is the one you and I use everyday in normal life. Doesn't that seem a bit backwards to you? The priority of how actions are resolved during play should really solely be the group's decision and not the designers, no? Designers can only offer options and opinions on their use.</p><p></p><p>Plus, what you are calling Narrative control has no place in RPGs. In an RPG no one has the right to be the hand of God. Playing God may seem fun, but ultimately whatever is toyed with ends up losing its sense of reality. Play God long enough and even you or I will lose our sense of reality. No one in an RPG gets to choose "I want this to happen, because that would be cool". A player can attempt an action, a DM can model how reality operates, but neither ever has the authority to say "this is what happens because I say so". RPGs were made specifically so this kind of childish Let's Pretend play could be moved beyond. Otherwise you might as well just say "Bob decides when anyone hits". That's not what is going on here.</p><p></p><p>The rest of what you wrote can be summed up as "What do the people playing really want?" That question is very easily answered by simply asking the individuals involved. Trying to second guess or get psychological and find "what they are really saying" is only going to lose one friends. It's not cool to psychoanalyze your classmates.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4328698, member: 3192"] Please don't try and redefine concepts like genre, style, tone, and theme. These are bigger than RPGs and already have common held definitions in the dictionary. Needlessly messing up their real meaning with self-defined jargon only you use hurts what you are trying to do here. I suggest listing the dictionary meaning you agree with and then illustrating how this applies to RPGs. The hierarchy of resolution is also biased. It basically says rules are the best way to resolve tasks and the worst way is the one you and I use everyday in normal life. Doesn't that seem a bit backwards to you? The priority of how actions are resolved during play should really solely be the group's decision and not the designers, no? Designers can only offer options and opinions on their use. Plus, what you are calling Narrative control has no place in RPGs. In an RPG no one has the right to be the hand of God. Playing God may seem fun, but ultimately whatever is toyed with ends up losing its sense of reality. Play God long enough and even you or I will lose our sense of reality. No one in an RPG gets to choose "I want this to happen, because that would be cool". A player can attempt an action, a DM can model how reality operates, but neither ever has the authority to say "this is what happens because I say so". RPGs were made specifically so this kind of childish Let's Pretend play could be moved beyond. Otherwise you might as well just say "Bob decides when anyone hits". That's not what is going on here. The rest of what you wrote can be summed up as "What do the people playing really want?" That question is very easily answered by simply asking the individuals involved. Trying to second guess or get psychological and find "what they are really saying" is only going to lose one friends. It's not cool to psychoanalyze your classmates. [/QUOTE]
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