anyway.



thread: 2011-06-13 : A roleplaying game has two centers

On 2011-06-21, David Berg wrote:

It makes most sense to me to view a game as having a single filament, which is composed of both enough "what we're here to do" and enough "what we do right now" in order to be somewhat playable.  That's what I liked about Vincent's AW example in the Concentric Design post.  The core included some basic procedural stuff, and wouldn't have cohered without it.

In the end, I guess it doesn't really matter if we talk about two filaments, as long as it's acknowledged that you need both, and they're both housed in the same bulb.



 

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