anyway.



thread: 2009-12-18 : Seed content

On 2009-12-28, Robert Bohl wrote:

Rob: Your examples make no sense to me at all. You haven't argued why there's an logical connection between the extremes you present. Why does a detailed world require a stamp-collecting system?

I'm surprised that they make no sense to you. I mean these are not realistic games you'd design, they're ridiculous platonic (un)ideals.

The point is that there exists a pole of too much prep without rules that are enough about the action to be satisfying, and another pole where the entire situation is determined ahead of time but the in-game play features tightly interwoven mechanics and fiction.

My point is that a) I think that the middle of those extremes is a more productive area to design in and b) I sit in the middle of that, and possibly closer to the create-the-world-together end.



 

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