Aldarc
Legend
How do you believe the manner in which they have been suggesting it has been "dangerous" or intended to create conflict?No, but I do think it has been suggested by others since.
How do you believe the manner in which they have been suggesting it has been "dangerous" or intended to create conflict?No, but I do think it has been suggested by others since.
Monster of the Week is the only PBtA I can get behind. We're playing it next week.
But you are using the term knowing the loading is there and will be noted.
Yes, I do still read it that way.
From this post, it appears you're saying that's not what you mean but, in that case, I have no clue what point you were intending to make.
Fair enough. FYI, I added some further context to my post while you were making this comment. No idea if it makes any difference.As it is, then. If my prior posts didn't make that clear, my elaborating further is unlikely to.
Heck, just the idea of Player Agency is a term designers and mechanics are striving for and to define, which was not part of the vernacular or process in 1992 across any major group. GURPS and Vampire the Masquerade is good proof of that.
We were doing that in Over the Edge in 1998, while waiting for Mind’s Eye Theatre sessions to start. Someone I knew claimed to have done it earlier in Theatrix, but their logs showed it was all just Lacanian BS, more or less Zizek avant la lettre.Y'all stuck with modern gaming?
I only play post-modern TTRPGs. Currently, the party is working to obtain the Schwarzgerät by assiduously engaging in not obtaining it through a recurrent and cyclical process that involves deep psychological examination and silly songs that intersect with the inherent structural connections between Mickey Mouse and the application of genetic algorithms to solve np-complete problems.
We were doing that in Over the Edge in 1998, while waiting for Mind’s Eye Theatre sessions to start. Someone I knew claimed to have done it earlier in Theatrix, but T he wire logs showed it was all just Lacanian BS, more or less Zizek avant la lettre.
Yes, I do still read it that way.
From this post, it appears you're saying that's not what you mean but, in that case, I have no clue what point you were intending to make.
In the context of the overall discussion, your position appears to me to be that GURPS lacks a single overt theme with mechanics designed explicitly to support engaging with that theme in play, and thus you conclude that the designer lacked a clear intent.
Absolutely. My thought was really just that there could be situations where a designer could have a really intentional, focused, purposeful approach to a game design that isn't apparent in the final product for whatever reason.Well, that's a different set of problems; you see it often with game systems that are D&D 5e based where you ask if there's a real reason for that in actual design rather than marketing and familiarity, but I've seen some PbtA based games where I had to ask if they really thought about whether that was the best choice for what they were trying to do, too (and to be clear, some others where it absolutely looked like a good choice--I understand perfectly well why Monster of the Week is, for example).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.