thread: 2005-04-25 : Technical Agenda
On 2005-04-25, Emily Care wrote:
Group Socialist
The rules eschew real-world cues. They organize the players' interactions socially (and thus, by necessity, simply). Examples: my group's Ars Magica game, all "we have character sheets but we never really use them anymore" games.
I'd say instead that they eschew mechanical or quantified cues. Games like this have real world cues (see Sarah Kahn et al's mammoth Things Known, but they are in narrative form. Our game's chronological history of events serves the same purpose.
Effectivist
The rules refer extensively to the fictional stuff but don't pretend to represent it directly.
Why would Universalis fall under Proceduralist rather than Effectivist? Is reference to specific, pre-existing elements of the game world (ie a Setting) what you're getting at?