anyway.



thread: 2006-09-27 : Fate in Agon

On 2006-10-02, Vincent wrote:

Well...

I agree up to your final paragraph. Stop-and-think choices are a technique, not a strong indicator of creative agenda.

I can't speak to the variety in gamist play, but if you asked me, I'd estimate that at least a third, maybe more of my narrativist play has been wholly absent character-breaking decision making in play. I'd also estimate that at least a third of my simulationist play has included character-breaking decision making. (Most common: "we're all working together as a group despite the fact that there's no earthly in-character reason for it.")

So you're talking about trends in design, not about anything essential to the creative agendas.



 

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