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Vincent Baker on narrativist RPGing, then and now
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<blockquote data-quote="pemerton" data-source="post: 9834874" data-attributes="member: 42582"><p>Yeah, someone can be <em>revolutionary</em> (as in, upending or transforming their field) without being <em>a revolutionary</em>.</p><p></p><p>I think Baker is a pretty perceptive designer. You can see this in the Anyway blogs from 15 to 20 years ago, where he is working through his satisfactions and dissatisfactions with his earlier games (especially In A Wicked Age and Dogs in the Vineyard) in the lead-up to Apocalypse World.</p><p></p><p>Perhaps where the two meanings of "revolutionary" come together in Baker's case is in the way that he wants designers of RPGs to think about <em>what RPG design actually is</em>, and <em>how RPG design actually affects play</em>. I think the phrase "Game design is mind control" comes from Luke Crane; but Baker's the one who has actually worked through, in detail both of analysis and of putting out both prototypes and full-fledged games, <em>how the "mind control" can be achieved</em>.</p><p></p><p>I agree with you that this has nothing particularly to do with narrativist RPGing, although that's the sort of RPGing where Baker has done what is probably his most interesting work.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9834874, member: 42582"] Yeah, someone can be [I]revolutionary[/I] (as in, upending or transforming their field) without being [I]a revolutionary[/I]. I think Baker is a pretty perceptive designer. You can see this in the Anyway blogs from 15 to 20 years ago, where he is working through his satisfactions and dissatisfactions with his earlier games (especially In A Wicked Age and Dogs in the Vineyard) in the lead-up to Apocalypse World. Perhaps where the two meanings of "revolutionary" come together in Baker's case is in the way that he wants designers of RPGs to think about [I]what RPG design actually is[/I], and [I]how RPG design actually affects play[/I]. I think the phrase "Game design is mind control" comes from Luke Crane; but Baker's the one who has actually worked through, in detail both of analysis and of putting out both prototypes and full-fledged games, [I]how the "mind control" can be achieved[/I]. I agree with you that this has nothing particularly to do with narrativist RPGing, although that's the sort of RPGing where Baker has done what is probably his most interesting work. [/QUOTE]
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