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Worlds of Design: Active vs. Passive—Part 1
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<blockquote data-quote="aramis erak" data-source="post: 8337290" data-attributes="member: 6779310"><p>There are also a non-negligible amount who think the rules are a social contract, and not to be mutable during play. </p><p></p><p>Active vs Passive is irrelevant to rules-stance.</p><p>That rules spectrum runs from...</p><ol> <li data-xf-list-type="ol">Rules as inspiration</li> <li data-xf-list-type="ol">Rules as suggestion</li> <li data-xf-list-type="ol">Rules as toolkit</li> <li data-xf-list-type="ol">Rules as core plus toolset</li> <li data-xf-list-type="ol">Rules as fixed core</li> <li data-xf-list-type="ol">Rules as unbending core.</li> </ol><p>I've seen passive players in all of those.</p><p>I've seen active players in all of those.</p><p>I've seen more of the in-between than active or passive players.</p><p></p><p>Any examination of a design space reduced to a binary is in fact a fallacy on its face. But it is also a sometimes useful one, provided one is examining the opposite regions....</p><p></p><p>Most groups I've run for fall into rules as suggestsion, rules as toolkit or rules as core plus toolset. My own preference as player is fixed core, but as GM, core plus toolset.</p><p></p><p>The most active players want to make the whole story from their play</p><p>The most passive players want to just be there for the story to unfold. But those two extremes are just that -- extremes -- and the bulk of players are between them. Some are moderately passive - they are happy to ride story rails, provided that it's a railyard rather than a single track. Some are moderately active - they want the GM to kick them off in a direction or two, and to have plots, but also want to have their own elements and contributions be a large part of the emergent story.</p><p></p><p>And somewhere between those are those who want a story, but one they can affect, at least at a number of key points. And those who don't care about plot other than as an excuse for battles. And those who want to talk their way through a plot. And a variety of other mixtures of passive and active play.</p><p></p><p>That balance even varies within a group through time.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8337290, member: 6779310"] There are also a non-negligible amount who think the rules are a social contract, and not to be mutable during play. Active vs Passive is irrelevant to rules-stance. That rules spectrum runs from... [LIST=1] [*]Rules as inspiration [*]Rules as suggestion [*]Rules as toolkit [*]Rules as core plus toolset [*]Rules as fixed core [*]Rules as unbending core. [/LIST] I've seen passive players in all of those. I've seen active players in all of those. I've seen more of the in-between than active or passive players. Any examination of a design space reduced to a binary is in fact a fallacy on its face. But it is also a sometimes useful one, provided one is examining the opposite regions.... Most groups I've run for fall into rules as suggestsion, rules as toolkit or rules as core plus toolset. My own preference as player is fixed core, but as GM, core plus toolset. The most active players want to make the whole story from their play The most passive players want to just be there for the story to unfold. But those two extremes are just that -- extremes -- and the bulk of players are between them. Some are moderately passive - they are happy to ride story rails, provided that it's a railyard rather than a single track. Some are moderately active - they want the GM to kick them off in a direction or two, and to have plots, but also want to have their own elements and contributions be a large part of the emergent story. And somewhere between those are those who want a story, but one they can affect, at least at a number of key points. And those who don't care about plot other than as an excuse for battles. And those who want to talk their way through a plot. And a variety of other mixtures of passive and active play. That balance even varies within a group through time. [/QUOTE]
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