anyway.



thread: 2011-05-11 : The Un-frickin-welcome

On 2011-05-17, Josh W wrote:

Hang on, if you reduce the idea of unwelcome stuff to unexpected stuff, then yes, surely everyone agrees.

You need rules to get to an outcome that none of the participents expected (at any time).

You need rules to get players to agree to stuff other than what they will potentially agree to without rules.

But that's not to say that a set of game rules won't encourage players to produce stuff that:

They don't normally expect to do, but will accept and enjoy when confronted with it.

Or come up with familiar stuff but actually accept it this time rather than not knowing how to proceed with it.

Both of those can be massively welcome.

Both can add something new that people don't get without picking up your rulebook.

But right at the start of this thread Vincent kept going back to focusing on the specific emotional reaction to the stuff people created, it didn't feel good, it seemed a bad idea, it didn't seem like what people were hear to play, but they stuck with it.

If "real design" is marked primarily by producing that, then I'd say that "real design" is a pretty macho construct. :P



 

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