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Comments to Vincent Baker's blog thingy.



 



Systems in Miniature: Josh W at 2017-09-13 18:48:03

Wed, 13 Sep 2017 18:48:03 -0400

Yeah, this is good, I sometimes make little satirical games about my own behaviour patterns sometimes too, and immediately hide them! 'Cos sometimes systems work based on saying they work a certain way, and making a game based on the letter of their self-description results in enlightening nonsense. And sometimes, it's easier to write a game that fundamentally distorts how something works than that actually reveals it, so you can end up saying "what if this thing me and him do was represented as a bidding game?" or whatever. Anyway, such work is fun for one person, but when played by more than one person has the same hazards as a fictionalised biography.



Systems in Miniature: Vincent at 2017-09-05 07:39:34

Tue, 05 Sep 2017 07:39:34 -0400

For sure. I was talking with Emily about rpgs' success at genre analysis and we came to that same conclusion.



Systems in Miniature: Ben Lehman at 2017-09-04 11:31:51

Mon, 04 Sep 2017 11:31:51 -0400

This is definitely true for me with the caveat that narratives (the thing that is produced by the interaction of reader + text) are dynamic systems. So, for instance, clover, has something to say about how childhood learning works, and also about how "childhood cuteness" narratives work.



Systems in Miniature: anna at 2017-09-02 13:40:12

Sat, 02 Sep 2017 13:40:12 -0400

this is a really beautiful way of putting it! it's interesting that i'm sort of on a trajectory now away from games as systems and towards games as poetry. i'm at a phase in my relationship with this book (which happens with most of my art sooner or later) where it seems like it was written by a completely different person.



Systems in Miniature: Paul T. at 2017-09-02 00:43:15

Sat, 02 Sep 2017 00:43:15 -0400

Very interesting! Will ponder. It makes sense to me. (And sometimes playing a game can help you understand a dynamic system in action - for me, that was Diplomacy, for example.)



Vigil: Paul T. at 2017-09-02 00:41:45

Sat, 02 Sep 2017 00:41:45 -0400

Nice! There's been a bunch of chatter recently on Story Games about how Ron's games are often underrated or overlooked. Great to hear about a new one in development!



Systems in Miniature: Vincent at 2017-09-01 11:06:59

Fri, 01 Sep 2017 11:06:59 -0400

* In my own words. Anna, I hope I'm in the neighborhood!



Vigil: Ron Edwards at 2017-08-28 14:14:43

Mon, 28 Aug 2017 14:14:43 -0400

Thanks man! If anyone's interested in my blog post about getting started on this, it's here: https://adeptpress.wordpress.com/2017/06/18/is-your-hate-pure/



Shays' Rebellion: Paul T. at 2017-08-09 19:23:35

Wed, 09 Aug 2017 19:23:35 -0400

Yow! There are quite a few lessons in there...



Shays' Rebellion: Weeks at 2017-08-09 14:25:32

Wed, 09 Aug 2017 14:25:32 -0400

That's pretty cool!



Shays' Rebellion: Vincent at 2017-08-09 09:47:46

Wed, 09 Aug 2017 09:47:46 -0400

The story we usually hear around here is, "veterans were impatient for their promised bonuses and farmers didn't want to pay their taxes." It doesn't really capture it.



#rpgtheoryJuly: Violence In My Games: Vincent at 2017-08-08 09:12:09

Tue, 08 Aug 2017 09:12:09 -0400

DWeird, it helps me to name the violence specifically. Take gaslighting: To design a game where somebody's character gets gaslighted, you have to create a game where one or more characters deny what's happened and reframe it against another character, to the point where the victim character questions their own grasp of reality. To design a game where a player gets gaslighted, you have to create a game that denies what's happened and reframes it against one of the players, to the point where that player questions their own grasp of reality. These are very, very different design challenges! Compare My Life With Master on the one hand with Sunshine Boulevard or The Vengeful Demon of the Ring on the other. The latter games, you can immediately and viscerally see how they violate good and normal social behavior.



#rpgtheoryJuly: Violence In My Games: John Mc at 2017-07-30 22:15:17

Sun, 30 Jul 2017 22:15:17 -0400

Oh man, I can use all the tools I can get to make play violence separate from social violence. There's a need for this stuff.



#rpgtheoryJuly: Violence In My Games: Ben Lehman at 2017-07-27 19:41:44

Thu, 27 Jul 2017 19:41:44 -0400

DWeird: I'd question what you mean by "genuine experience" in that sentence. Moby Dick -- to pick a great novel at random -- gives the genuine experience of being trapped on a whaling boat with an obsessive, authoritarian captain without anyone reading it having to get shipwrecked or drowned.



#rpgtheoryJuly: Violence In My Games: DWeird at 2017-07-27 11:25:49

Thu, 27 Jul 2017 11:25:49 -0400

So glad you wrote this. I am very much interested in emotional violence in roleplaying games. Say you wanted to make a game *about* that sort of stuff, and what it can do to a person. It seems like there's a degree to which wanting other people to have a genuine experience of this would have to involve hurting them, which is not something I want to do to my friends. Am I wrong somewhere? How do you deal with this?