So Socrates had it backwards - an examined life is not worth living?Self-examination only leads to self-criticism and then self-doubt, which doesn't often get anyone anywhere.
So Socrates had it backwards - an examined life is not worth living?Self-examination only leads to self-criticism and then self-doubt, which doesn't often get anyone anywhere.
So Socrates had it backwards - an examined life is not worth living?
Still better than having an eagle drop a turtle on your head because it thought your head was a rock. (Poor Aeschylus.)Guy did die of progressive centripetal paralysis... so maybe it didn't work great for him?
(I kid. Mostly.)
Why would I care what the majority wants? I'm not trying to sell a game to as many people as possible to appease my profit-hungry shareholders.
You can allow people to enjoy different things without forcing them all into one game. It's not as hard as you think.Because other people enjoy different things than you do and insisting the game must only cater to your tastes is both selfish and self defeating? Also it’s denying even the possibility that there might be better ways of doing something or that elements of a game can be improved through trial and error?
But hey, why care right? Nothing can ever be improved upon and experience counts for nothing.
How are you enjoying your flatbread without tomatoes?
It's a good thing there are many different games out there to cater to different tastes then.The whole "my world concept is special and precious and overrides everything" thing does not work for me!
Luke Crane has a nice discussion of this in Burning Wheel (Character Burner, rev ed, p 13):
If the GM proposes a game without magic, there's always that one player who's got to play the last*mage. And you know what? That's good. Before the game has even started we have a spark of conflict - we have the player getting involved in shaping the situation. Discuss the situation of the game as you discuss your character concept. Tie them both together - a dying world without magic, the last mage, the quest to restore the land. In one volley of discussion you've got an epic in the making. Start mixing in the other character concepts - they should all be so tied to the background - and you have the makings of a *game. The cult priestess sworn to aid he last mage . . . and then spill his blood so that the world can be reborn; the Lord High Inquisitor whose duty is to hunt the Gifted, but whose own brother is the last hope. Now we're talking.
Shared development of character, setting and situation seems preferable, to me at least.
Well, people keep appealing to popularity as if means something beyond how much money a company can make, and somehow actually means one thing is better than another because more people like it.Why do you care what anyone else on here says, then? I'm pretty sure anyone who's paying attention is aware of your tastes by now, Micah.
That's why I start every morning staring into my mirror, giving myself my daily refutation, "You're not good enough, smart enough, and doggone it, nobody likes you."Actually self criticism leads to self improvement and is probably the number one most important thing in a make-a-human kit.
You can allow people to enjoy different things without forcing them all into one game. It's not as hard as you think.
No, before the game starts you've got a player already showing unwillingness to play the game as presented. Solution: recruit another player.The whole "my world concept is special and precious and overrides everything" thing does not work for me!
Luke Crane has a nice discussion of this in Burning Wheel (Character Burner, rev ed, p 13):
If the GM proposes a game without magic, there's always that one player who's got to play the last*mage. And you know what? That's good. Before the game has even started we have a spark of conflict - we have the player getting involved in shaping the situation.