LostSoul
Adventurer
jdrakeh said:I really don't think that we have much else to discuss, though - we understand each other perfectly, we merely disagree vehemently![]()
jdrakeh said:I really don't think that we have much else to discuss, though - we understand each other perfectly, we merely disagree vehemently![]()
Even if their creative agenda is "Story Now"? As far as I can tell, neither the word "story" nor the word "now" connote the resolution of ethical issues.LostSoul said:If they don't care about addressing moral or ethical issues, they don't have a narrativist agenda.
mcrow said:Yes, there only a few WW people who I don't like, but part of what boils my blood is noone did anything about it. One employee who (I think we all know who I'm refering to) would go spouting off on mesage boards insulting all comers and noone @ WW said or did anything about it.
I just expect a little professionalism in publishers than that.
If someone says they don't like your game don't get on the boards and trash them whether they have valid points or not, or if they insulted you first.
publishers should take the high road knowing that there will bill critics. So to me it reflects on how they do business and how they view their fans.
fusangite said:Even if their creative agenda is "Story Now"? As far as I can tell, neither the word "story" nor the word "now" connote the resolution of ethical issues.
mearls said:4. Put Up or Shut Up
This ties into system matters. If your game has the same basic design paradigm as D&D, and if it features heavy sim, don't slap some prattle in the intro about how it's the "true inheritor of the shamanic story telling tradition," or some other bunk. It's a game designed to simulate something, or it's built to provide interesting challenges to the players. If it's all about storytelling, then that's what the rules should talk about. Don't just tack on some grad school reject essay about theme and expect that your game is now about storytelling, and people who play it are suddenly Real Roleplayers.
Do we need a think tank to come up with these insights? Aren't they blatantly obvious to everyone? And even if they're not, why do they need to be dressed-up in Forge-speak and trotted out like they are profound insights? These things don't need to be attached to a theoretical paradigm -- they just need to be articulated in plain language. They're common sense ideas that I have been observing since my late teens when I began to think about which systems to use with which groups of players and campaigns.mearls said:2. System Matters
3. Many Game Play Problems are Relationship Problems
4. Put Up or Shut Up
mearls said:3. Many Game Play Problems are Relationship Problems
If Bob's the one who always plays the character who ruins plots, attacks other PCs, willfully tries to derail interesting scenes, and can't shut up when others are trying to talk, the problem is with Bob, not his character. If Bob says, "But that's what my character would do," he's just hiding behind the game. Kick him out of your game. Don't try to use game rules to "reform" him into playing the way you want him to play. The problem isn't with Bob's character. The problem is Bob. Game rules won't make Bob into a different person.
RPGs are collaborative exercises. Even in a pure hack n' slash game, everyone is there to have fun. If someone is doing things to prevent others from having fun, kick him out of the group. If you have a friend who hates bowling, who when you go bowling does everything he can to get you kicked out the alley, would you keep inviting him to go bowling? Of course not. Same applies to RPGs.
This paragraph is so great, so cutting, such a tour de force, that I, as a chronic pot smoker, am not even slightly offended.d20Dwarf said:The Forge is basically the apartment where RPG designer wannabes go to smoke pot and figure out how to save the world...then they wake up the next day and go man the register at Conoco so they can buy more pot. Thinking about something isn't nearly as valuable as doing it, otherwise gamers everywhere would get monthly checks from Hasbro just for thinking about ways to make a better game.
For your cataracts, right?fusangite said:This paragraph is so great, so cutting, such a tour de force, that I, as a chronic pot smoker, am not even slightly offended.

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