anyway.



thread: 2010-01-28 : Compiling

On 2010-01-28, Joel wrote:

I like these summaries.

"Designing a roleplaying game means more than designing rules that we can all agree to play by, and that are playable. It means designing rules that capture us - rules that become a vital part of our experience of play."

Yes, THIS. I think I missed this idea the first time around; I love the way you've put it! This exactly what I feel in my heart when people talk about not needing rules for this or that, or rules as a mere tool for staving off UNwanted play. I want rules that are a delight to use!

Resolving players' conflicts of interest by promoting one above the other, no. Resolve players' conflicts of interests by reconciling them.

Dude. I'm going to freaking tattoo this on my arm for the next time I'm looking at conflicts of interest and fretting over what to do. Thank you!

For the rest, thanks for putting all these concepts in a handy list for review!

Peace,
-Joel



 

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