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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9500781" data-attributes="member: 6801252"><p>I'm not sure anyone in this thread does in a way that's salient to this player, rather than simply being OP's problem, it's whats leading to the conflict over Jargon as much as I don't think Jargon is per se the problem, because it needs to be understood in a way that can be explained to someone who doesn't already value those things or see them as necessary.</p><p></p><p>I'm just not seeing that level of understanding in this thread, and there's interactions here that would really put it on display, such as those with [USER=6747251]@Micah Sweet[/USER] and I know they've been asking a long time. The process of explaining the concepts that OP is engaged in need to be persuasive, and they need to relate to their player's understanding of what it means to roleplay. I can see why the underlying theme of Micah's arguments in the thread is "Is teaching the right frame of mind to be in right now?"</p><p></p><p>It's part of the reason I'm raising concerns related to the way system values the elements the player does, and how those intersect with OP's ethos toward the particular system and what it incentivizes, and whether it's copacetic with that (I hear System Matters.) But it's really more about how these playstyles should be meeting and interacting, and what this playstyle has to offer the player-- and I'm not really seeing that here.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9500781, member: 6801252"] I'm not sure anyone in this thread does in a way that's salient to this player, rather than simply being OP's problem, it's whats leading to the conflict over Jargon as much as I don't think Jargon is per se the problem, because it needs to be understood in a way that can be explained to someone who doesn't already value those things or see them as necessary. I'm just not seeing that level of understanding in this thread, and there's interactions here that would really put it on display, such as those with [USER=6747251]@Micah Sweet[/USER] and I know they've been asking a long time. The process of explaining the concepts that OP is engaged in need to be persuasive, and they need to relate to their player's understanding of what it means to roleplay. I can see why the underlying theme of Micah's arguments in the thread is "Is teaching the right frame of mind to be in right now?" It's part of the reason I'm raising concerns related to the way system values the elements the player does, and how those intersect with OP's ethos toward the particular system and what it incentivizes, and whether it's copacetic with that (I hear System Matters.) But it's really more about how these playstyles should be meeting and interacting, and what this playstyle has to offer the player-- and I'm not really seeing that here. [/QUOTE]
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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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