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Weird question: Are you excited about the Narr aspects of Jay's play?
To them, "right" is focus on something else (maybe Situation), while being set in a Middle Earth recognizable and useful to them.
No, I don't think skillful is anyone's end goal in Sim. It's the means to an end. You do it so you get the game you want.
Jay will have to confirm or deny, but I'm not sure that Jay and company feel any compunction to treat the Middle Earth setting as sacrosanct. They probably run roughshod over canon in pursuit of whatever they want out of the game, as it suits their purposes. That's still very much Sim. I never said "LotR done right." To them, "right" is focus on something else (maybe Situation), while being set in a Middle Earth recognizable and useful to them.
I wouldn't call that sudden power burst "getting it right". I would call it something more like expanding, or riffing off the standard...
If "right"ness has any place here, perhaps the emphasis should be on creating what's "right" rather than on adhering to it.
My supervillain game gets a lot of Magneto-ish behavior from the Magneto-ish character, which everyone enjoys, but I think the part everyone enjoys most is when the player does something idiosyncratically "Magneto-with-a-twist". Like, maybe a godlike display of power with no warning when someone is in the middle of a sentence. Magneto never really does that because of the way the comics and movies are scripted. It's funny and unexpected, and as we synthesize this sort of behavior and delivery and storytelling into our own personal troves of supervillainy, we feel those troves expand. I think that's what play rewards most, and what would most keep people wanting to play again.
Not that there's an objective measure of correctness, which me strive to score well on, but that we're creating stuff together, and it's when the whole table goes, "Ooh, yeah! That's exactly it!", grinning and smiling (or crying, or whatever), that the social reward cycle kicks in, and everyone is grooving on the content.
Perhaps it's a perfect example of the word "right", as well:At the end of the game, each player gets to finally expose their villain's evil "master plan" to the others, after having hinted about it throughout the game.I'd say that the most satisfying experiences of playing the game are when you deliver that monologue and the whole tables cheers and nods and smiles: "Yeah, that fits everything we've learned so far, and it *feels right* - it's an excellent villainous plan that's believable and exciting and surprising, but in all the right ways we'd expect from a villain's secret plan. We love it!"
"Yeah, that fits everything we've learned so far, and it *feels right* - it's an excellent villainous plan that's believable and exciting and surprising, but in all the right ways we'd expect from a villain's secret plan. We love it!"
NO PAUL WE MUST RIGOROUSLY CODIFY THE FULL JOY OF HUMAN EXPERIENCE
"Totally awesome" is Jay hunting down the dude who got his mom killed, screaming at him, then deciding that instead of killing the guy, he'd sentence him to forever bear the pain of Jay's character's loss.To me, that's not LotR done right, it's LotR by Jay.Aping LotR is easy. Doing something a little bit new with LotR, in a way that speaks to the history it's now a part of, is a worthy challenge.
The moment you concern yourself with the economic geography of pseudo-feudal societies, with the real way to use swords, with the politics of courts, you have diluted the poetic power of Tolkien's images. You have brought them under control. You have tamed, colonised and put your own cultural mark on them.
Jay will have to confirm or deny, but I'm not sure that Jay and company feel any compunction to treat the Middle Earth setting as sacrosanct. They probably run roughshod over canon in pursuit of whatever they want out of the game, as it suits their purposes.
I have a better understanding of what you're doing now! This, to me, is exactly what the "right" in "Right to Dream" is about.
1. What does "the Right" mean that is in any way different from the Right to engage in any other CA?2. Please describe, in reasonable detail, what exactly is involved in the process of the infinitive verb form of "to Dream" with regards to the roleplay process.
Indeed! Me too.It's not "is this right?" It is "yes, this feels right." And, moreover the ability to grant yourself the right to do that - both to accomplish it in the first place and to judge it satisfactory.
I don't think asking them to justify their wording is fruitful. Their wording works for them, to put into their own words how they see things. It does not work as a communication tool for you and me.
Do you think "linking", "connecting", "weaving", or "resonating" are getting anywhere? Got any better ideas?
Any CA that is being hit dead on by the group is going to "resonate" with the players at the table.
As process "linking", "connecting" and "weaving" are probably more closely aligned with the process of SJ. They are all reflective of the process of mythic bricolage and function well with the less-freighted-with-baggage idea of Semiotic Jazz.
Walk in the footsteps of giants...7-9 plus 2 to emulate their successes, -2 to avoid their failures...
Adam, I suspect "additional emphasis" vs "meaningfully separate thing on top" is the sticking point here.My take is that there is zero meaningful similarity between (a) the collective meaning-building of an old-school dungeon crawl and (b) the sort of "momentary fiction resonating with prior fiction" meaning-building of Spicy Middle Earth.Are we at "agree to disagree" time, or do you think there's more worth discussing here?
Here or another thread?