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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Pedantic" data-source="post: 8997911" data-attributes="member: 6690965"><p>I am somewhat confused, and feel like I'm missing some kind of linking post or stream of ideas that I can't find. We did not seem to be discussing Blades in the Dark or any particular mechanical implementation at all, but you seem to be reading what I wrote in reference to a very particular game.</p><p></p><p>This is unrelated. I generally took your argument that there is in fact a gameable board state introduced at a different layer of the game that I did not experience on faith, but regardless I'm really not talking about BitD here, nor was I trying to reference that earlier discussion.</p><p></p><p>I'm arguing that your assertion about what makes a good game is incomplete, based primarily on my experience playing games, mostly board and card games, which dwarfs my TTRPG experience. I take "game" to mean the same ludic enjoyment that I get from those, which I generally find underrepresented in TTRPGs.</p><p></p><p>Are you responding to me or someone else here? I didn't use the phrase "failed design" and took your assertion here:</p><p></p><p>to be a proposal about how to best express Gamist priorities, which I don't think is sufficient to the task. The two additional criteria I proposed were, roughly: </p><ol> <li data-xf-list-type="ol">Board states must resolve to a point players can attempt to navigate them.</li> <li data-xf-list-type="ol">Action/resolution should be clear enough that players can analyze and articulate preferences for differing lines of play, both predictively and in retrospect.</li> </ol><p>I was positing those as general necessities for a Gamist agenda, in addition to the question you proposed. Are you arguing that these two things are not necessary, or that they're implied/required by fulfilling your question, or something else altogether?</p><p></p><p></p><p>This is a conversation from a thread like a month ago, that I'm not clear is directly related to what we're talking about here. My relationship to "games" as a concept and my developed understanding of what makes them interesting doesn't live in relationship to a specific TTRPG I played once. Why would this be about that?</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8997911, member: 6690965"] I am somewhat confused, and feel like I'm missing some kind of linking post or stream of ideas that I can't find. We did not seem to be discussing Blades in the Dark or any particular mechanical implementation at all, but you seem to be reading what I wrote in reference to a very particular game. This is unrelated. I generally took your argument that there is in fact a gameable board state introduced at a different layer of the game that I did not experience on faith, but regardless I'm really not talking about BitD here, nor was I trying to reference that earlier discussion. I'm arguing that your assertion about what makes a good game is incomplete, based primarily on my experience playing games, mostly board and card games, which dwarfs my TTRPG experience. I take "game" to mean the same ludic enjoyment that I get from those, which I generally find underrepresented in TTRPGs. Are you responding to me or someone else here? I didn't use the phrase "failed design" and took your assertion here: to be a proposal about how to best express Gamist priorities, which I don't think is sufficient to the task. The two additional criteria I proposed were, roughly: [LIST=1] [*]Board states must resolve to a point players can attempt to navigate them. [*]Action/resolution should be clear enough that players can analyze and articulate preferences for differing lines of play, both predictively and in retrospect. [/LIST] I was positing those as general necessities for a Gamist agenda, in addition to the question you proposed. Are you arguing that these two things are not necessary, or that they're implied/required by fulfilling your question, or something else altogether? This is a conversation from a thread like a month ago, that I'm not clear is directly related to what we're talking about here. My relationship to "games" as a concept and my developed understanding of what makes them interesting doesn't live in relationship to a specific TTRPG I played once. Why would this be about that? [/QUOTE]
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