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What Is an Experience Point Worth?
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<blockquote data-quote="DerKastellan" data-source="post: 7731820" data-attributes="member: 6902208"><p>Regarding the other part of what is framing, railroading, etc, there are many implicit claims floating about from various statements, like...</p><p></p><p>* Playing an adventure path is inherently inferior experience because freedom. (I'm overstating this because there seems to be no rationale given as to why one style of play is inferior to another except by a matter of taste.)</p><p>* Nothing short of "simulating a world" is really a game enabling choice. (It's kind of implied that this is also superior, at least one could get that impression.)</p><p>* "Adventure path" seems to somehow subsume under it all notions that having missions combined with an idea how they will most likely play out is pretty much the same as railroading.</p><p></p><p>These are valid preferences to have but not necessarily universal truths. Not sharing these preferences one might come to other conclusions, given the usual constraints of how much time you can invest, your preferred mode of prep, and specifically, whether your players feel that their choices matter, that consequences of their actions matter, and last but not least, if they have fun playing the game. Simulating a world according to a certain standard is just the preferred mode of a subset of players, not all players, else the adventure paths wouldn't be the norm or not sell like hotcakes.</p><p></p><p>Now, it would be interesting to hear a full description of what pemerton's preferred mode is simply be describing it in sufficient broadness without assumed meanings of terms in enough detail that we can get a good idea about it without having another round of discussions what each term means (and ideally without claims of virtue, but that's my preference). What would their preferred mode of driving gameplay come down to in the first place, how is it set up and managed, and optionally how do name-dropped systems like Burning Wheel or RuneQuest actually enable that better in the first place. So, instead of disagreement about basic terms like "framing" it would be worthwhile to know from what set of perceived ideals pemerton wants the game to emerge, and hopefully from that a discussion can emerge that is less back-and-forth.</p></blockquote><p></p>
[QUOTE="DerKastellan, post: 7731820, member: 6902208"] Regarding the other part of what is framing, railroading, etc, there are many implicit claims floating about from various statements, like... * Playing an adventure path is inherently inferior experience because freedom. (I'm overstating this because there seems to be no rationale given as to why one style of play is inferior to another except by a matter of taste.) * Nothing short of "simulating a world" is really a game enabling choice. (It's kind of implied that this is also superior, at least one could get that impression.) * "Adventure path" seems to somehow subsume under it all notions that having missions combined with an idea how they will most likely play out is pretty much the same as railroading. These are valid preferences to have but not necessarily universal truths. Not sharing these preferences one might come to other conclusions, given the usual constraints of how much time you can invest, your preferred mode of prep, and specifically, whether your players feel that their choices matter, that consequences of their actions matter, and last but not least, if they have fun playing the game. Simulating a world according to a certain standard is just the preferred mode of a subset of players, not all players, else the adventure paths wouldn't be the norm or not sell like hotcakes. Now, it would be interesting to hear a full description of what pemerton's preferred mode is simply be describing it in sufficient broadness without assumed meanings of terms in enough detail that we can get a good idea about it without having another round of discussions what each term means (and ideally without claims of virtue, but that's my preference). What would their preferred mode of driving gameplay come down to in the first place, how is it set up and managed, and optionally how do name-dropped systems like Burning Wheel or RuneQuest actually enable that better in the first place. So, instead of disagreement about basic terms like "framing" it would be worthwhile to know from what set of perceived ideals pemerton wants the game to emerge, and hopefully from that a discussion can emerge that is less back-and-forth. [/QUOTE]
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