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thoughts on Apocalypse World?
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<blockquote data-quote="Manbearcat" data-source="post: 8418962" data-attributes="member: 6696971"><p>And it’s explicitly called out as <em>improper GMing and we get the “why” of that too.</em></p><p></p><p>We’re now getting into overlap with the FKR thread:</p><p></p><p><em>Do agenda, principles, and best practices count as rules and/or do they actually inform play?</em></p><p></p><p>The answer to that (in my mind) is simple.</p><p></p><p><em>If the incentive structures align with promoting healthy, coherent, functional play…<strong>then how could they not?</strong></em></p><p></p><p>This is when something like “promote fun” becomes controversial when put under the microscope. That is because “promote fun” is nearly the equivalent of “breathe oxygen” for games as the latter is for things that require respirating to “stay online.” Taxonomically, it’s shared with pretty much all other games and it’s in no way tethered to coherent and functional <em>in playing this particular game</em> in a way that is in the least bit informative (therefore what purchase can it have in promoting or binding behavior at the table?).</p><p></p><p>“Honey, when you’re walking to school today, make sure to continuously inhale oxygen and exhale carbon dioxide!”</p><p></p><p>“…ok…thanks mom…”</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8418962, member: 6696971"] And it’s explicitly called out as [I]improper GMing and we get the “why” of that too.[/I] We’re now getting into overlap with the FKR thread: [I]Do agenda, principles, and best practices count as rules and/or do they actually inform play?[/I] The answer to that (in my mind) is simple. [I]If the incentive structures align with promoting healthy, coherent, functional play…[B]then how could they not?[/B][/I] This is when something like “promote fun” becomes controversial when put under the microscope. That is because “promote fun” is nearly the equivalent of “breathe oxygen” for games as the latter is for things that require respirating to “stay online.” Taxonomically, it’s shared with pretty much all other games and it’s in no way tethered to coherent and functional [I]in playing this particular game[/I] in a way that is in the least bit informative (therefore what purchase can it have in promoting or binding behavior at the table?). “Honey, when you’re walking to school today, make sure to continuously inhale oxygen and exhale carbon dioxide!” “…ok…thanks mom…” [/QUOTE]
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