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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: (Accepting/Rejecting) x (Text/Meaning)  (Read 6129 times)
Victor Gijsbers
Acts of Evil Playtesters
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« Reply #60 on: May 02, 2005, 10:28:09 AM »

Quote from: TonyLB
Now... what is it?  And how can games encourage it mechanically?

Ah, now we move on to the hard stuff. I think this is were creative agenda's come in in a major way. I may love the feel and style of Lovecraftian horror, in which case I need a Sim-game that accurately captures it. I may love the kind of fun that Great Ork Gods generates. And so forth. This may be of what GNS tries to capture (and maybe we need some other elements, such as Ben Lehmans 'Humurous creative agenda").

Does that make sense? To see GNS as an attempt to answer the question "What is about the fictional world that rocks your socks off?" Maybe not, I'd like to hear your thoughts before I continue thinking along these lines.
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