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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8239166" data-attributes="member: 85555"><p>But no one is saying that. I hope you understand that the way you talk about games, comes across as if it is a language "... reserved only for the most profoundly gifted". I am not saying RPG theory and vocabulary doesn't have utility, but I find it deeply, deeply confusing. And that isn't a statement against you. I probably process and understand things differently from you (I am not a science guy, not a jargon guy and not an engineering guy, my background is history, philosophy and music----and I generally don't like to make my gaming language as confusing as philosophy because philosophy literally comes with a dictionary of terms you need to understand in order to navigate it----and philosophy takes a long time when you are reading individual books, essays and articles to understand). And I am really not trying to knock how you approach analyzing and speaking about games. I am just trying to get you to appreciate I really can't approach RPGs that way. I find it makes the whole process that much more difficult for me. And I very often find myself at odds with your conclusions (and the certainty with which you hold your conclusions creates a lot of frustration on my part: not saying this to anger or debate, simply saying it so you can see my point of view) </p><p></p><p>But we are only talking about the use of living world in sandbox campaigns, which are niche: this is not generally an entry point into the hobby. There are tons of other adventure structures out there that are more mainstream and more likely to be entry points (and I think many of those do get good treatment). Even so, people here have pointed to and praised the description of living world sandboxes by writers like Kevin Crawford (who specifically addresses readers who may feel overwhelmed, intimidated by, or confused by the concept and what it entails). And most descriptions of this sort of thing merely begin with concepts like the living world, they almost always delve deeper into what is going on (I linked a series of step by step posts by Rob Conley for example; and Justin Alexander frequently breaks down many different kinds of adventure structures in ways that are meant to be understood by people who haven't run them (including Sandboxes and Hex Crawls).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8239166, member: 85555"] But no one is saying that. I hope you understand that the way you talk about games, comes across as if it is a language "... reserved only for the most profoundly gifted". I am not saying RPG theory and vocabulary doesn't have utility, but I find it deeply, deeply confusing. And that isn't a statement against you. I probably process and understand things differently from you (I am not a science guy, not a jargon guy and not an engineering guy, my background is history, philosophy and music----and I generally don't like to make my gaming language as confusing as philosophy because philosophy literally comes with a dictionary of terms you need to understand in order to navigate it----and philosophy takes a long time when you are reading individual books, essays and articles to understand). And I am really not trying to knock how you approach analyzing and speaking about games. I am just trying to get you to appreciate I really can't approach RPGs that way. I find it makes the whole process that much more difficult for me. And I very often find myself at odds with your conclusions (and the certainty with which you hold your conclusions creates a lot of frustration on my part: not saying this to anger or debate, simply saying it so you can see my point of view) But we are only talking about the use of living world in sandbox campaigns, which are niche: this is not generally an entry point into the hobby. There are tons of other adventure structures out there that are more mainstream and more likely to be entry points (and I think many of those do get good treatment). Even so, people here have pointed to and praised the description of living world sandboxes by writers like Kevin Crawford (who specifically addresses readers who may feel overwhelmed, intimidated by, or confused by the concept and what it entails). And most descriptions of this sort of thing merely begin with concepts like the living world, they almost always delve deeper into what is going on (I linked a series of step by step posts by Rob Conley for example; and Justin Alexander frequently breaks down many different kinds of adventure structures in ways that are meant to be understood by people who haven't run them (including Sandboxes and Hex Crawls). [/QUOTE]
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