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General Tabletop Discussion
*TTRPGs General
Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="Doctor Futurity" data-source="post: 7688877" data-attributes="member: 10738"><p>On my first point I'm not arguing for the idea, merely pointing out that a lot of gamers do strive for a level of realism in their gaming. </p><p></p><p>On the second point, I'm expressing my opinion that gaming is unique in it's ability to produce results that are unscripted and unanticipated, and that this process leads to something unique which does not reflect scripted fiction very well at all. Discussion on this tends to lead into the concept of railroad design and all that vs. sandbox gaming and so forth, but one of the reasons I feel that the unscripted elements of RPGs are so unique is precisely because you can't determine the desired outcome of a given scenario or situation, something static fiction does not do well. I do feel that RPGs which try to emulate the results of static fiction can be fun in short bursts, but will start to feel hollow....this could be a side effect of my having gamed for far, far too many years now not to be able to peek behind the emerald curtain and know what's going on, though.</p><p></p><p>Anyway....I'm not trying to enter an argument to convince you of anything, and discussion so far suggests we would probably be better suited to a more friendly discussion on one's preferences. I tend to lean heavily on the "gaming enjoyment is a subjective experience" side of the fence, and do not argue for objectively defined beliefs on the issue. I do think it's hard to disagree with the idea that a very core and unique feature of RPGs is the emergent experience concept, though....and that such experiences are not as meaningful when the game tries to script process and direction too tightly (railroads).</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7688877, member: 10738"] On my first point I'm not arguing for the idea, merely pointing out that a lot of gamers do strive for a level of realism in their gaming. On the second point, I'm expressing my opinion that gaming is unique in it's ability to produce results that are unscripted and unanticipated, and that this process leads to something unique which does not reflect scripted fiction very well at all. Discussion on this tends to lead into the concept of railroad design and all that vs. sandbox gaming and so forth, but one of the reasons I feel that the unscripted elements of RPGs are so unique is precisely because you can't determine the desired outcome of a given scenario or situation, something static fiction does not do well. I do feel that RPGs which try to emulate the results of static fiction can be fun in short bursts, but will start to feel hollow....this could be a side effect of my having gamed for far, far too many years now not to be able to peek behind the emerald curtain and know what's going on, though. Anyway....I'm not trying to enter an argument to convince you of anything, and discussion so far suggests we would probably be better suited to a more friendly discussion on one's preferences. I tend to lean heavily on the "gaming enjoyment is a subjective experience" side of the fence, and do not argue for objectively defined beliefs on the issue. I do think it's hard to disagree with the idea that a very core and unique feature of RPGs is the emergent experience concept, though....and that such experiences are not as meaningful when the game tries to script process and direction too tightly (railroads). [/QUOTE]
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Why Aren't Designers Using The GUMSHOE System?
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