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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Umbran" data-source="post: 7768525" data-attributes="member: 177"><p>Those folks are all actors. Their tears while on camera cannot be trusted.</p><p></p><p>This is something that's been discussed elsewhere, but bears a reminder here - Critical Role is not just a bunch of folks sitting down and playing a game. It is a bunch of professional actors sitting down to make a show that is supposed to earn money. While it is a common referent, it isn't an outstanding example of how games do/should work at our tables.</p><p></p><p>Or, we can say that CR is not Old School or New School gaming. It is Media Gaming - gaming for an external audience's benefit, rather than for the player's. There's also out there now an idea of Sport Gaming - competitive play for an outside audience. Their dynamics should be different from what happens at our tables, and we ought to be careful when making comparisons. Not that they can never be made, but some consideration should be given to the different circumstances when we do.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7768525, member: 177"] Those folks are all actors. Their tears while on camera cannot be trusted. This is something that's been discussed elsewhere, but bears a reminder here - Critical Role is not just a bunch of folks sitting down and playing a game. It is a bunch of professional actors sitting down to make a show that is supposed to earn money. While it is a common referent, it isn't an outstanding example of how games do/should work at our tables. Or, we can say that CR is not Old School or New School gaming. It is Media Gaming - gaming for an external audience's benefit, rather than for the player's. There's also out there now an idea of Sport Gaming - competitive play for an outside audience. Their dynamics should be different from what happens at our tables, and we ought to be careful when making comparisons. Not that they can never be made, but some consideration should be given to the different circumstances when we do. [/QUOTE]
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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