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KarenCravens
Karen Cravens

Thu

Dec 15
2005

04:55Z

Blogs, paradoxes, and GAMERS

Carl's been discussing some interesting things on his blog, and I keep 
coming up with things that I think would be interesting to discuss there, 
so I was thinking maybe I should start a parallel blog.  Or ask him to 
turn his into a group blog.  And then I thought... geez, we already have a 
group blog on the Phoenyx, only we call it "a mailing list."

So... consider this a blog post, and your replies as comments... or the 
absence of replies as being typical of many blogs.  (Shortly, I'll pipe 
GAMERS into the database and if you want to you can access it via the web, 
and *really* pretend it's a blog.)

At any rate, I had thought of a couple of topics, and realized they sort 
of started a pattern, and led to a couple more topics.  Some are closely 
related, others are just out there, but they're all paradoxes (or maybe 
just conflicts, but "paradox" makes it sound cooler).

Once this post has shaken the dead addresses out of the subscriber list 
(and those who want to run screaming from the sort of discussion that's 
happening at http://raven.phoenyx.net/mutterings/ have a chance to send 
mail to gamers+off@ here), I'll post my first paradox.

-- 
Karen J. Cravens  silver@phoenyx.net

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GAMERS Home Page:  http://www.phoenyx.net/gamers/

RogerBurtonWest
Roger Burton West

Thu

Dec 15
2005

09:41Z

Blogs, paradoxes, and GAMERS

On Wed, Dec 14, 2005 at 10:55:56PM -0600, Karen J. Cravens wrote:
>Carl's been discussing some interesting things on his blog, and I keep 
>coming up with things that I think would be interesting to discuss there, 
>so I was thinking maybe I should start a parallel blog.  Or ask him to 
>turn his into a group blog.  And then I thought... geez, we already have a 
>group blog on the Phoenyx, only we call it "a mailing list."

(Insert here my standard rant about how blogs and web-BBSes are
reinventing newsgroups and mailing lists, only _really badly_.)

Looking at "What's the game about?", I find that I'm hearing a lot of
this "basic story" idea recently - the pitch-style description of "what
do the PCs do in the game". While this may be OK for some of the very
specific games we're seeing these days (DitV is a canonical - sorry -
example), I think it does a disservice to many of the more interesting
worlds.

Take Crimson Skies, for example. The pitch isn't about PC activities at
all - it's "alternate-history pulp 1937 with airships, weird planes and
a balkanised USA". The "basic story" could be given as "PCs are heroic
aviators who fight sky pirates", but there's a whole lot more of
interest; I've just finished running a hard-boiled private investigator
game, which did have occasional flying but was mostly earthbound.

It's a useful tool, in other words, but like any tool it's easy to
overuse.

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Thu

Dec 15
2005

15:21Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Roger Burton West wrote:

> (Insert here my standard rant about how blogs and web-BBSes are
> reinventing newsgroups and mailing lists, only _really badly_.)

Web boards, yes.  Bulletin boards developed by people with no 
background in them.  What amazes me is how popular they are.

Blogs are a different creature... or a multitude of different 
creatures.  I post essays on a website.  The technology I use to do it 
is mostly irrelevant.  That I allow comments on my essays...  I've 
considered turning that off, because I don't _want_ to have long 
conversations around my essays on a website.  The comment system is 
primarly for feedback to the author, not round-table discussion. 
I've considered piping the relevant comments into the TAORP mailing 
list.

A big difference between blogs and mailing lists is an important 
one... there are times that I _don't_ want everyone's thoughts on a 
subject.  If I want to read Vincent Baker talk about game design, I 
don't necessarily want to read the thoughts, opinions and arguments of 
two hundred other people.  In fact, Vincent's blog has an interesting 
rule... you are only allowed to _ask questions_ in the comments on his 
blog.  (Though he's got this weird "side note" system in which you can 
make "asides" that aren't shown with the regular comments.)  Vincent's 
blog is very much about exploring _Vincent's_ ideas, not the ideas of 
his readers.

I'm suffering from information overload... I don't have time to read a 
hundred _discussions_ a day.  But I do have time to read the distilled 
thoughts of certain people whose opinions I respect.

Of course, there are blogs that ought to be mailing lists... 
sometimes my posts generate a lot of discussion that I really didn't 
expect or even want.  That's when I wish there was an easy way to push 
that discussion onto a mailing list.

> Looking at "What's the game about?", I find that I'm hearing a lot of
> this "basic story" idea recently - the pitch-style description of "what
> do the PCs do in the game". While this may be OK for some of the very
> specific games we're seeing these days (DitV is a canonical - sorry -
> example), I think it does a disservice to many of the more interesting
> worlds.

But in my case, we're not talking about the story dictated by a 
published game, we're talking about the story of _my campaign_. 
There's a big difference between the author telling me what the story 
should be about and me deciding for myself what it should be about.

My campaign has no feeling of coherency to it.  No strong reason why 
the PCs fight crime together.  I'd hoped to develop that in play with 
a couple strong plot threads, but it's not developing as clearly as 
I'd hoped.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
* Sysop ('sih sop) n.: The guy laughing at your typing.
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Thu

Dec 15
2005

15:37Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Carl D Cravens wrote:

CDC>Blogs are a different creature... or a multitude of different 
CDC>creatures.  I post essays on a website.  The technology I use to do it 
CDC>is mostly irrelevant.  That I allow comments on my essays...  I've 
CDC>considered turning that off, because I don't _want_ to have long 
CDC>conversations around my essays on a website.  The comment system is 
CDC>primarly for feedback to the author, not round-table discussion. 
CDC>I've considered piping the relevant comments into the TAORP mailing 
CDC>list.

It's not the software that's necessarily reinventing it... it's the 
culture.  Not wanting round-table discussion *is* a broken feature of the 
culture, IMHO.

CDC>I'm suffering from information overload... I don't have time to read a 
CDC>hundred _discussions_ a day.  But I do have time to read the distilled 
CDC>thoughts of certain people whose opinions I respect.

See, now, Gamehawk will have the capability of saying "I want to subscribe 
to KarenCravens.  She's really cool."  And you'll get my posts, no matter 
where they are on the site.  (I recommend subscribing in root-posts-only 
mode, though, else you'll get every time I say "Me too!" out of 
context...)

CDC>Of course, there are blogs that ought to be mailing lists... 
CDC>sometimes my posts generate a lot of discussion that I really didn't 
CDC>expect or even want.  That's when I wish there was an easy way to push 
CDC>that discussion onto a mailing list.

Definitely something I've considered in Gamehawk.

CDC>My campaign has no feeling of coherency to it.  No strong reason why 
CDC>the PCs fight crime together.

Because they're heroes (well, Fastlane is anyhow).  How can it be any 
stronger than that?

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Fri

Dec 16
2005

20:02Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Karen J. Cravens wrote:

> Not wanting round-table discussion *is* a broken feature of the
> culture, IMHO.

I think there are times that it's appropriate.

> See, now, Gamehawk will have the capability of saying "I want to subscribe
> to KarenCravens.  She's really cool."  And you'll get my posts, no matter
> where they are on the site.

Now what if I want to write some root-posts myself, but I don't want 
to take the time to enter into an unfruitful discussion with twenty 
people every time I do?

I guess my thing is that I don't want to limit discussion itself, so 
much as I (sometimes) want to limit discussion to a certain group of 
people.  It seems like there's often someone who wants to grab some 
nitpick and dominate the discussion with something that doesn't really 
matter, or doesn't matter to me, at least.

It's hard to discuss the best way to skin a cat when someone in the 
group keeps objecting to skinning cats.  Or thinks you should be 
skinning dogs instead.  Or keeps insisting that _his_ way is the best 
way and doesn't actually want to _discuss_ anything.

You know what I mean?

> Because they're heroes (well, Fastlane is anyhow).  How can it be any
> stronger than that?

The emphasis was on "together".  And Stalker sees the "fight crime" 
thing as a tool to help him reach his goal of revenge... he's not very 
heroic when you come at it from that angle.

The only reason you're together is because you call have "PC" stamped 
on your foreheads.  I'd like to develop something deeper.  It's not 
essential, but I think it would help me from the GM side of things.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
Hey! We're out of wine, women, and song! !@#$*!?% NO MERRIER
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

RogerBurtonWest
Roger Burton West

Fri

Dec 16
2005

20:14Z

Blogs, paradoxes, and GAMERS

On Fri, Dec 16, 2005 at 02:02:23PM -0600, Carl D Cravens wrote:

>Now what if I want to write some root-posts myself, but I don't want 
>to take the time to enter into an unfruitful discussion with twenty 
>people every time I do?

Killfiles.

Or if you've got a reasonably civilised community you can say "look, I
want to talk about X; I know Y may invalidate it, but for the purposes
of this thread I'd like to ignore that". That's worked for me on
Pyramid.

Or you can separate "things I want to discuss" (which become mailing
list or news posts) from "things I just want to say" (which become
articles on a web site). I think the "comment on any article" paradigm
of the blog is actively unhelpful in generating any sort of distinction
between these two sorts of post.

>The only reason you're together is because you call have "PC" stamped 
>on your foreheads.  I'd like to develop something deeper.  It's not 
>essential, but I think it would help me from the GM side of things.

I've come to the point where I do this as part of the campaign setup.
"You're all people working for this organisation, and they've assigned
you to the same team" is something I say _before_ character generation,
so that I won't get a bunch of loner PCs (and so that there's some
justification for a complementary skill set). For my current Atlantis
campaign, I've bound the PCs together only by an ominous dream they all
had on the same night, and they recognise each other from it; there's a
bit more in-party conflict than I usually go for, but this is a good
group and they won't let it get out of hand. A quote from the most
recent session:

Old experienced fighter: Have you ever actually been in combat before?
Young enthusiastic fighter: Yes! It's great, isn't it?

Completely by coincidence, the young fighter was entirely unwounded, and
the two older ones were severely knocked about (and poisoned)...

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Fri

Dec 16
2005

21:04Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Roger Burton West wrote:

> Killfiles.
> Or if you've got a reasonably civilised community you can say "look, I
> want to talk about X; I know Y may invalidate it, but for the purposes
> of this thread I'd like to ignore that". That's worked for me on
> Pyramid.

Sometimes I just want to have a focused conversation with a group of 
people whom I respect and want input from, and don't want to mess with 
filtering or asking other people to keep their traps shut if they 
can't stay on my topic.

I pretty much get this with my blog, except it's a rather awkward tool 
for conversation.  In the case of my blog, I don't know exactly who I 
want to invite to the conversation, so it's open for anybody to 
discover and read.  I don't want a _private_ conversation... I just 
don't want to get wrapped up in little discussions that don't further 
my cause.  The blog helps that, oddly, by making it difficult to carry 
on a conversation.

I really don't know what the ideal is.  My blog certainly isn't.  But 
a mailing list isn't quite what I'm looking for in that area, either.

I suppose the blog is a little arrogant... "we're here to discuss _my_ 
ideas and issues, not yours."  Sometimes I want that from other 
people... I'm interested in hearing _their_ ideas and not the ideas of 
their "followers."

> Or you can separate "things I want to discuss" (which become mailing
> list or news posts) from "things I just want to say" (which become
> articles on a web site). I think the "comment on any article" paradigm
> of the blog is actively unhelpful in generating any sort of distinction
> between these two sorts of post.

There's stuff on my blog I probably should have posted here.  Or 
TAORP, which kind of overlaps with this list.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Why get even, when you can get odd?
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Fri

Dec 16
2005

21:57Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>Sometimes I just want to have a focused conversation with a group of 
CDC>people whom I respect and want input from, and don't want to mess with 
CDC>filtering or asking other people to keep their traps shut if they 
CDC>can't stay on my topic.

I think blogging is the ultimate in messing with filtering.

CDC>I pretty much get this with my blog, except it's a rather awkward tool 
CDC>for conversation.  In the case of my blog, I don't know exactly who I 
CDC>want to invite to the conversation, so it's open for anybody to 
CDC>discover and read.  I don't want a _private_ conversation... I just 
CDC>don't want to get wrapped up in little discussions that don't further 
CDC>my cause.  The blog helps that, oddly, by making it difficult to carry 
CDC>on a conversation.

Yeah, and you quite effectively filtered out all the little discussions 
that *I* wanted to have, that might or might not have furthered your 
cause.  Baby, bathwater.

CDC>I really don't know what the ideal is.  My blog certainly isn't.  But 
CDC>a mailing list isn't quite what I'm looking for in that area, either.

And yet, here we are...

CDC>I suppose the blog is a little arrogant... "we're here to discuss _my_ 
CDC>ideas and issues, not yours."  Sometimes I want that from other 
CDC>people... I'm interested in hearing _their_ ideas and not the ideas of 
CDC>their "followers."

Positive scorefiles.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Fri

Dec 16
2005

22:15Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> I think blogging is the ultimate in messing with filtering.

It's not "messing" where "messing = timesink".

> Yeah, and you quite effectively filtered out all the little discussions
> that *I* wanted to have, that might or might not have furthered your
> cause.  Baby, bathwater.

I never meant my blog to be for discussion.  When I started it, 
Blogger didn't even have a comment system.

I should cross-post my discussion-worthy entries to here or something. 
Except that I get more participants on my blog than we have here.

> Positive scorefiles.

  = timesink.  I spend enough time trying to keep my spam filter above 
75% effectiveness, I don't want to spend time fiddling with software 
to avoid reading messages that don't interest me.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Life is complex. You know - part real, part imaginary.
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Fri

Dec 16
2005

22:23Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>  = timesink.  I spend enough time trying to keep my spam filter above 
CDC>75% effectiveness, I don't want to spend time fiddling with software 
CDC>to avoid reading messages that don't interest me.

Which reminds me, I got mixed up on the unsubscribe address earlier:  
it's gamers-off@.  It's the new system that uses the plus sign, and the 
other way around (join+gamers, quit+gamers, etc., though on+/off+ still 
works).

(And now that I type that, it sounds familiar.  Did I already correct 
that?)

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Sun

Dec 18
2005

17:50Z

Carl's superhero campaign (was: Blogs, paradoxes, and GAMERS)

On Fri, 16 Dec 2005, Roger Burton West wrote:

> I've come to the point where I do this as part of the campaign setup.

I normally do as well... that's why this game is causing me so much
trouble.  I wanted to run superheroes, but I didn't know what I wanted
beyond that.  I fussed with it for months and finally said, "Let's
start, and we'll see what develops."  It's developed awkwardly.

There aren't any really specific problems.  Just things aren't flowing 
together as well as I expect them.  By now, I ought to have more plot 
ideas than I know what to do with, but I'm having to struggle for them 
more than ususal.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
Madness takes its toll...please have exact change.
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

OlaAgren
=?ISO-8859-1?Q?Ola_=C5gren?=

Mon

Dec 19
2005

15:22Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Carl D Cravens wrote:

> On Fri, 16 Dec 2005, Karen J. Cravens wrote:
>
>> Positive scorefiles.
>
>  = timesink.  I spend enough time trying to keep my spam filter above
> 75% effectiveness, I don't want to spend time fiddling with software
> to avoid reading messages that don't interest me.

Have you tried using greylisting as first line of defence? That method 
removes 80-95% of all spam before applying spam filtering at both the 
academic computer club and at the department of computing science in Umeå. 
See http://www.greylisting.org/

/Ola
--
Ola Ågren * corps@acc.umu.se * ola@cs.umu.se

General Preprocessing Perceptron -
 	How to put an awful lot of "knowledge" in a weighted sum.
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Fri

Dec 16
2005

20:42Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>I think there are times that it's appropriate.

Well, yeah.  In a deadtree book.

CDC>Now what if I want to write some root-posts myself, but I don't want 
CDC>to take the time to enter into an unfruitful discussion with twenty 
CDC>people every time I do?

Set followups to poster?  (Okay, Gamehawk doesn't have that flag right 
now.  Maybe it should.)

I guess the question is:  why do you want to say something that no one is 
allowed to respond to?

CDC>I guess my thing is that I don't want to limit discussion itself, so 
CDC>much as I (sometimes) want to limit discussion to a certain group of 
CDC>people.  It seems like there's often someone who wants to grab some 
CDC>nitpick and dominate the discussion with something that doesn't really 
CDC>matter, or doesn't matter to me, at least.

That's different; I'm not above allowing private or moderated mailing 
lists.

CDC>It's hard to discuss the best way to skin a cat when someone in the 
CDC>group keeps objecting to skinning cats.  Or thinks you should be 
CDC>skinning dogs instead.  Or keeps insisting that _his_ way is the best 
CDC>way and doesn't actually want to _discuss_ anything.
CDC>You know what I mean?

There've been killfiles since before there was an Internet (well, for any 
meaningful purposes).

CDC>The only reason you're together is because you call have "PC" stamped 
CDC>on your foreheads.  I'd like to develop something deeper.  It's not 
CDC>essential, but I think it would help me from the GM side of things.

I beg to differ:  Fastlane is together for the quite pragmatic reason that 
he doesn't have enough firepower by himself sometimes.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

BillHamilton
Bill Hamilton

Thu

Dec 15
2005

15:21Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Roger Burton West wrote:
> Looking at "What's the game about?", I find that I'm hearing a lot of
> this "basic story" idea recently - the pitch-style description of "what
> do the PCs do in the game". While this may be OK for some of the very
> specific games we're seeing these days (DitV is a canonical - sorry -
> example), I think it does a disservice to many of the more interesting
> worlds.
>
> Take Crimson Skies, for example. The pitch isn't about PC activities at
> all - it's "alternate-history pulp 1937 with airships, weird planes and
> a balkanised USA". The "basic story" could be given as "PCs are heroic
> aviators who fight sky pirates", but there's a whole lot more of
> interest; I've just finished running a hard-boiled private investigator
> game, which did have occasional flying but was mostly earthbound.
>
> It's a useful tool, in other words, but like any tool it's easy to
> overuse.


There's a difference between the core story of a game's mechanics, the 
core story of a setting, and the core story of a campaign.  The mechanics' 
core story points toward the kind of play emphasized in the game.  The 
setting's core story gives you the flavor of the game.  The campaign's 
core story shows the emphasis of the game.

For instance, D&D's core story looks an awful lot like "kill things and 
take their stuff to gain experience and riches."  The core story for the 
Forgotten Realms setting might be "New powers rise in a land scattered 
with the ruins of powers that have failed."  A campaign within the Realms 
could have as a core story, "Adventurers explore the ruins of an ancient 
city, searching for lost magics, riches, and glory."

Often the campaign's story is drawn from the characters' backgrounds and 
motivations.  However, if the characters are different enough, a basic 
story for the campaign itself ("The evil villain DeathShadow masterminds 
the largest organized crime syndicate ever assembled!" or "Plant monsters 
from outer space are trying to take over the world!") gives a direction 
that the characters can connect to in order to bring them together as a 
team.

At least, that's my take on how the idea of a core story can be used 
effectively.


-Bill
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

TimHall
Tim Hall

Fri

Dec 16
2005

19:31Z

Blogs, paradoxes, and GAMERS

Bill Hamilton wrote:

> There's a difference between the core story of a game's mechanics, the 
> core story of a setting, and the core story of a campaign.  The mechanics' 
> core story points toward the kind of play emphasized in the game.  The 
> setting's core story gives you the flavor of the game.  The campaign's 
> core story shows the emphasis of the game.

Yes, but in a good game, the core story of the mechanics should be a 
good match for the core story of the setting.  This seems to be 
something The Forge people emphasize; where there's a bad mismatch you 
end up with what they call an 'Incoherent Game'. Any group trying to 
play the thing has to choose between the two, either by ignoring the 
setting's core story in favour of the mechanic's one, or patching (or 
replacing) the mechanics so as to support the setting properly.

-- Tim
Blog http://www.kalyr.com/weblog
      http://www.kalyr.com/weblog/games

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

RogerBurtonWest
Roger Burton West

Fri

Dec 16
2005

19:52Z

Blogs, paradoxes, and GAMERS

On Fri, Dec 16, 2005 at 01:31:26PM -0600, Tim Hall wrote:

>Yes, but in a good game, the core story of the mechanics should be a 
>good match for the core story of the setting.  This seems to be 
>something The Forge people emphasize; where there's a bad mismatch you 
>end up with what they call an 'Incoherent Game'. Any group trying to 
>play the thing has to choose between the two, either by ignoring the 
>setting's core story in favour of the mechanic's one, or patching (or 
>replacing) the mechanics so as to support the setting properly.

That's a very interesting idea, and I think there's a lot of validity to
it. (I know a lot of people complain about d20 Modern on the basis that
the system really isn't a good fit for gun-based action stories.)

First edition Shadowrun is worth considering as an example too - the
setting said "guns are dangerous just like real life", and the rules
said "you won't actually be knocked out by anything less than a burst
from a machine-gun".

That suggests a third option - ignore the mechanics, and when someone
points a gun at you back down even though you know he isn't actually
going to hurt you with it.

I do find all the specialised terminology a bit precious, and
unfortunately reminiscent of the literary criticism establishment, but I
would certainly not deny that there are useful concepts here.

(But then, I run practically everything under GURPS these days anyway.
:-)

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Fri

Dec 16
2005

20:59Z

Blogs, paradoxes, and GAMERS

On Fri, 16 Dec 2005, Roger Burton West wrote:

RBW>I do find all the specialised terminology a bit precious, and
RBW>unfortunately reminiscent of the literary criticism establishment, but I
RBW>would certainly not deny that there are useful concepts here.

Yeah, I'd meant to bring that up in my initial post (paradox 1):  I very 
much see the indie overanalysis as being very High Literature, and I see 
the average game (in any sense) as genre fiction.  It may be low, shallow, 
trite, amateurish, corny, or whatever (or all of the above)... but it's 
accessible and fun.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Thu

Dec 15
2005

15:23Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Roger Burton West wrote:

RBW>(Insert here my standard rant about how blogs and web-BBSes are
RBW>reinventing newsgroups and mailing lists, only _really badly_.)

It's okay, I'm going to reinvent blogs and web-BBSes by turning them into 
newsgroups and mailing lists.

RBW>Take Crimson Skies, for example. The pitch isn't about PC activities at
RBW>all - it's "alternate-history pulp 1937 with airships, weird planes and
RBW>a balkanised USA". The "basic story" could be given as "PCs are heroic
RBW>aviators who fight sky pirates", but there's a whole lot more of
RBW>interest; I've just finished running a hard-boiled private investigator
RBW>game, which did have occasional flying but was mostly earthbound.

Well, true, but in that case I think you have to apply "what's the game 
about" to each individual, well, game.  That is, that sort of *setting* 
has room for lots of games, with lots of abouts.  

A lot of indie games seem to be single-game settings, which I suppose is 
okay if you happen to like that game.  I tend to prefer being given a 
setting and coming up with my own game, I guess.

-- 
Karen J. Cravens  silver@phoenyx.net

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GAMERS Home Page:  http://www.phoenyx.net/gamers/

RogerBurtonWest
Roger Burton West

Thu

Dec 15
2005

16:07Z

Blogs, paradoxes, and GAMERS

On Thu, Dec 15, 2005 at 09:23:36AM -0600, Karen J. Cravens wrote:
>On Thu, 15 Dec 2005, Roger Burton West wrote:
>RBW>(Insert here my standard rant about how blogs and web-BBSes are
>RBW>reinventing newsgroups and mailing lists, only _really badly_.)
>It's okay, I'm going to reinvent blogs and web-BBSes by turning them into 
>newsgroups and mailing lists.

Are you aware that Jeff Wilson is working on a project to provide a
gateway between these various systems?

>[Crimson Skies]
>Well, true, but in that case I think you have to apply "what's the game 
>about" to each individual, well, game.  That is, that sort of *setting* 
>has room for lots of games, with lots of abouts.  

One could say the same thing of Eberron, though, and people _do_ seem to
be applying the "one core story" concept to that setting.

Roger

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Thu

Dec 15
2005

16:43Z

Blogs, paradoxes, and GAMERS

On Thu, 15 Dec 2005, Roger Burton West wrote:

RBW>Are you aware that Jeff Wilson is working on a project to provide a
RBW>gateway between these various systems?

Not specifically.  I've looked around, but so far haven't found anything 
that looks like it'd be interfaceable with what we've got going on.  The 
wiki's being pulled into it as well (yes, an NNTP-capable wiki...), and 
I'm pretty much married to Perl at this point.

RBW>One could say the same thing of Eberron, though, and people _do_ seem to
RBW>be applying the "one core story" concept to that setting.

I'm not familiar enough with it to comment, other than to say that I 
imagine it's possible for a setting to have at least a *default* story.

I might venture to guess that that's what some people have a problem with 
in Fudge:  the mechanics are too variable to have a strongly defined story 
(out of the box) so it appears to be somehow missing something.

-- 
Karen J. Cravens  silver@phoenyx.net

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GAMERS Home Page:  http://www.phoenyx.net/gamers/

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