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<blockquote data-quote="pemerton" data-source="post: 6125225" data-attributes="member: 42582"><p>Thanks for the link.</p><p></p><p>I actually preferred the preceding article - <a href="http://bankuei.wordpress.com/2009/12/15/the-roots-of-the-big-problems/" target="_blank">The Roots of the Big Problems</a> - which includes the following apposite passage:</p><p></p><p style="margin-left: 20px"><em>“We’re all playing the same game!”</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So you had all these folks playing different games, under the same name. Somewhere, that context was lost. And those people were trying to play together.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Later editions of D&D and most roleplaying games that followed, attempted to cater to ALL of these groups, at the same time. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">To “solve” the issue of gamers with mutually exclusive goals trying to play together, there’s a ton of advice in everything from the game texts to magazines and newsletters either a) trying a variety of tricks to try to keep up interest and minimize conflict or b) convince everyone involved that one method is better than all others, primarily by laying claim to “real roleplaying”, and in both cases, with a lot of shame and identity calls as the basis of proof.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hobby-wise, this means you have:</p> <p style="margin-left: 20px">a) A hobby with the general design philosophy that design actually doesn’t matter nor does complete communication of how to play</p> <p style="margin-left: 20px">b) A group of enthusiasts with no means of communicating what they want to do together, and a lot of shaming when that goes wrong</p> <p style="margin-left: 20px"></p><p></p><p>It then goes on to an interesting discussion of illusionist play as "perfected" by White Wolf games.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6125225, member: 42582"] Thanks for the link. I actually preferred the preceding article - [url=http://bankuei.wordpress.com/2009/12/15/the-roots-of-the-big-problems/]The Roots of the Big Problems[/url] - which includes the following apposite passage: [indent][I]“We’re all playing the same game!”[/I] So you had all these folks playing different games, under the same name. Somewhere, that context was lost. And those people were trying to play together. Later editions of D&D and most roleplaying games that followed, attempted to cater to ALL of these groups, at the same time. To “solve” the issue of gamers with mutually exclusive goals trying to play together, there’s a ton of advice in everything from the game texts to magazines and newsletters either a) trying a variety of tricks to try to keep up interest and minimize conflict or b) convince everyone involved that one method is better than all others, primarily by laying claim to “real roleplaying”, and in both cases, with a lot of shame and identity calls as the basis of proof. Hobby-wise, this means you have: a) A hobby with the general design philosophy that design actually doesn’t matter nor does complete communication of how to play b) A group of enthusiasts with no means of communicating what they want to do together, and a lot of shaming when that goes wrong [/indent] It then goes on to an interesting discussion of illusionist play as "perfected" by White Wolf games. [/QUOTE]
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