anyway.



thread: 2011-04-25 : We are creative equals

On 2011-04-30, David Berg wrote:

Vincent, I'm with you on the fact that real game design can do stuff that simple written guidance can't.  I just feel that the issue of how much written guidance can do is an open question.  And I'm inclined to believe that it can impact roleplaying in extremely powerful ways.

"Plausible is close enough" is something I slowly learned over years of play, and can now easily impart to any group I play with in a few minutes.  I'd like to think that a few minutes of reading that principle in text form could also work, though I don't have any proof of that being the case.

It's understandable to ask, "Dude, why bother?  Just make rules."  I think the answer is largely a matter of taste.  I don't claim that there's any objective reason why employing mediating cues is bad; it's just a different flavor of experience without them, and I know I'm not alone in hankering for that flavor at times.



 

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