tag:blogger.com,1999:blog-1678761812929125529.post5858111203395273934..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: Play is an ArgumentAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1678761812929125529.post-70061326624679489782011-10-22T12:02:13.271-04:002011-10-22T12:02:13.271-04:00This would perhaps have a lot to do with why I'...This would perhaps have a lot to do with why I've given up on more and more games as I get older. I don't like arguing, and I'm only interested in playing games that have the rhythm of negotiation toward shared goals out of disparate visions. If I come away feeling either that I beat or I was beaten, it's a waste of my time and energy.Mrigashirshahttps://www.blogger.com/profile/04330755833005126267noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-46121593672387729362011-10-22T03:07:46.235-04:002011-10-22T03:07:46.235-04:00One of the nice things about Apocalypse World and ...One of the nice things about <i>Apocalypse World</i> and it's ilk is that it introduces negotiated settlements into the gaming argument, which was something that was missing from a lot of games. Essentially it gives a game system mechanic for allowing the players to reduce the level of their "argument" (by adding the complication that comes with partial success) in order to get something of what they want. Before this most "arguments were pass/fail. It either works or it doesn't. There was little opportunity for the players to seek a viable compromise.Reverance Pavanehttps://www.blogger.com/profile/01217657347160811310noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-46981191957127292302011-10-21T11:08:18.842-04:002011-10-21T11:08:18.842-04:00Good topic. I've long held that play is a crea...Good topic. I've long held that play is a creative power struggle, and that system should facilitate the positive sides of that. When people create together, they cooperate, but they also clash- but the clashing doesn't have to be a bad thing.<br /><br />I also think we are wired to respond a certain way in such exchanges- for instance, if a GM spends a lot of time in a session telling their players 'no' about stuff, even if they feel it's quite reasonable to do so for whatever reason, they should not be suprised if their players become frustrated or detached. <br /><br />It's human nature to respond like that in such a situation, regardless of the recreational context. GMs and designers should be aware of this, rather that acting as if the exchange is a 'pure' creative or rational exercise.catastrophehttp://twitter.com/#!/catastrophegamenoreply@blogger.com