E_T_Smith ,
@E_T_Smith@dice.camp avatar

1/2 Trying to summarize (what I call ) for purposes of an introductory document is surprisingly slippery. The problem is you have to address all these assumptions about how role-playing works that readers will project into the explanation. So I'm spending more words explaining what it isn't than on what it is.

E_T_Smith OP ,
@E_T_Smith@dice.camp avatar

2/2 The three core precepts , as I see them:

  • De-gamifying: playing the world, not a rules set (this is where most of the "isn't" comes from; really amazing how wide and deep expectations of gamification have become, and not just in games).

  • Decommodifying: approaching the experience as something you create, not consume.

  • Independent Imagination: bit of a follow-on from above, legitmacy/authenticity of the world as created by the table's efforts, not an outside authority.

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