tag:blogger.com,1999:blog-6446461178381374626.post7070729274919110183..comments2024-03-27T23:28:19.341-07:00Comments on Telecanter's Receding Rules: OSR - Meta Ideas IITelecanterhttp://www.blogger.com/profile/07238356788092725244noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6446461178381374626.post-22859809217976265852009-07-22T17:00:31.390-07:002009-07-22T17:00:31.390-07:00No, that's cool! I think that's what I...No, that's cool! I think that's what I'm getting at: sometimes what you want is emergent from a system that doesn't seem like it should produce it at all.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-8021540502422219112009-07-22T11:37:14.212-07:002009-07-22T11:37:14.212-07:00Personally I think that roleplaying just happens o...Personally I think that roleplaying just happens over time. That is, one starts playing some fairly generic character and as they experience the game world, they become more complex due to the things that happen to them.<br /><br />Usually I will start with something simple and over the top, say a goody two-shoes paladin or Beavis the Gnome and, depending on what happens in the game, they become deeper.<br /><br />For instance, Beavis the Gnome started off as a play off Beavis from Beavis and Butthead, but a couple of lucky rolls when attempting to rally the townfolk into battle and he started to become more of a responsible leader. He kind of grew from an one note character (which would soon have annoyed the other players to death) to something more subtle and even contradictory, just like real people.<br /><br />With a game system with too many rules determining personality, that couldn't happen. Which for me at least, would have been a shame.<br /><br />That's my two cents anyhow.Jimhttps://www.blogger.com/profile/00825503360878411220noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-22618266195443125602009-07-21T20:14:34.637-07:002009-07-21T20:14:34.637-07:00Well, first, I realize people have been doing a lo...Well, first, I realize people have been doing a lot of theorizing about games when I was out of the loop for a few years. I *have* read a little about GNS, but I offer my opinion humbly.<br /><br />I think the essay is mistaken. I think we often get what we want in unintuitive ways. The author is asserting that you get narratives out of roleplaying games by playing narrative games and by using particular game mechanics. Well, my last two sessions of S&W seemed to have produced pretty exciting narratives, just narratives with some aspects of the story out of player hands. And narratives that ended in player deaths.<br /><br />I'm ignorant of story games, so I can't comment on how fun they are or how well the rules work. I can only speak from my own experience with, largely, 1e D&D and my own crazy simulationist streak and how it absolutely works against what I want. The more "real" I tried to make the rules the more the game felt like accounting. The minimal and, arguably in some ways, kooky S&W combat rules on the other hand resulted in fast paced, desperate battles that felt like something was on the line. They felt "real." This is not intuitive.<br /><br />I think we have a lot to learn about games by playing them. At least I do.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-40772716589065760442009-07-21T16:17:35.999-07:002009-07-21T16:17:35.999-07:00Here is an online article that I found helpful and...Here is an online article that I found helpful and interesting, although I disagreed with it (mainly the author's contention players basically have only one approach to gaming).<br /><br />http://www.indie-rpgs.com/_articles/system_does_matter.html<br /><br />I'd be interested to hear what you think and how this applies to the "Player" category.Rustyhttps://www.blogger.com/profile/01786312855250456688noreply@blogger.com