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General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
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<blockquote data-quote="Umbran" data-source="post: 9817143" data-attributes="member: 177"><p>Sure. And that prioritization helps us accept some less-than-optimal approaches to play. We choose "good enough" for sake of the primary goal. No argument. </p><p></p><p>But that only goes so far. And it does not apply to games that are not primarily about socialization.</p><p></p><p></p><p></p><p>Even if you have "no <em><u>particular</u></em> goal", there are still general goals that apply.</p><p></p><p>Certainly, I can choose game style or elements that are so against people's <em>general</em> goals that they would choose to forego the socialization entirely. Just as an example: for many, a game that includes explicit sexual violence is just right out. </p><p></p><p>Walk that back a bit, and I'd have game style or elements that don't literally drive them away, but still negatively impact their socialization time - they can play, it isn't deeply offensive or something, but it is unfun, and maybe just snacks and chatting might be preferable. </p><p></p><p>Which then brings us to: if socialization is the primary goal, then choosing a game that at least does not hinder that, or even <em>enhances</em> socialization, would be preferable. And so the game we are playing still matters, and we ought to be conscious of the "good enough" choices we have each other make.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9817143, member: 177"] Sure. And that prioritization helps us accept some less-than-optimal approaches to play. We choose "good enough" for sake of the primary goal. No argument. But that only goes so far. And it does not apply to games that are not primarily about socialization. Even if you have "no [I][U]particular[/U][/I] goal", there are still general goals that apply. Certainly, I can choose game style or elements that are so against people's [I]general[/I] goals that they would choose to forego the socialization entirely. Just as an example: for many, a game that includes explicit sexual violence is just right out. Walk that back a bit, and I'd have game style or elements that don't literally drive them away, but still negatively impact their socialization time - they can play, it isn't deeply offensive or something, but it is unfun, and maybe just snacks and chatting might be preferable. Which then brings us to: if socialization is the primary goal, then choosing a game that at least does not hinder that, or even [I]enhances[/I] socialization, would be preferable. And so the game we are playing still matters, and we ought to be conscious of the "good enough" choices we have each other make. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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