anyway.



thread: 2013-06-20 : The Sundered Land

On 2013-07-17, Vincent wrote:

Gordon: Oh sure. I mean, “straight-up gamist” when said of a game design means that it’s designed to reliably create gamist play. This isn’t crazy, it’s always meant that. The whole point of the idea of coherent games is to design coherent games. That’s not contemporality, that’s what we’ve been doing since 2004 or whenever.

But here, it’s my present to GNS: I have here a short, accessible, complete instance of coherent and functional roleplaying, conveniently textual so we can refer to it as precisely as we need.

If we can’t identify its creative agenda, GNS isn’t just obsolete, it’s bullshit from day 1. (Fortunately for GNS, we can!)



 

This makes Gcl go "(browipe) Whew! "
Again, I certainly wouldn't assert "not GNS-able", I'm just acknowledging personal, um, inadequecy at doing so with such an unfamiliar design/set of play data. I always was a "observe the real people face-to-face" kinda guy.

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