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Maybe this is a good way to think of GDNS official, canonical theory: as toolboxes for people with very clashing ideals. That look at each other's toolbox and say: "Mmm, that's a tasty-looking spanner you have there but what's that gross hammer doing in there? You can't roleplay for real with such a thing around!" And some of these toolboxes map to one corner, and others of these toolboxes map to an overlap in the official poster for the GDNS kumbaya of FRIENDSHIP.
I like that take on the way different playstyles and tools may or may not overlap. (Although I have to be honest: I find your terms completely opaque. I read your last post with ZERO idea of what's what - I think I'd have to read your posts with the diagram printed out in front of me to follow at all.)
Your point about toolboxes also existing in overlaps strikes me as complicated and inconvenient on the technique-listing front, but also true.
I wonder if the clashes and overlaps you're seeing could help generate a starter list of techniques just for reference? If you put that in place, maybe the rest of us could help expand the lists.
I'm not sure how to parse the four points as defined by clash, as I see plenty of room for clash pretty near any given point. Like, yeah, I agree that some "Run a Sim" techniques are perfect for Transportation, but others will completely ruin it (e.g. in the case of a simulation based on slow-handling quantification). But perhaps such incompatibilities would be obvious enough to anyone who looked, and that wouldn't detract from the upside of having a toolbox to look in for suitable techniques.
Like, quantification is good for Transportation, because it makes the world believable, but bad if it is so slow and distracting that it makes you forget about the game world and just stare at the numbers. (For the record I removed most quantification from my blorb games using the spatiality taxonomy.)
Character backstory and change can add to even a prepped GM plot
Players are in an undefined vague void running into weird shit that I've made up, and talk to that weird shit, trying to stop the weird shit from getting weirder or shittier, and/or learn from the weird shit to themselves become weirder or shittier.The problem was that the respones were also improvised and adapted to the approaches that the players took. [...]
Perhaps AW's strength will show up in a longer campaign. I've only played one shots of it and DW.