Nota dos Moderadores: este post veio movido daqui.
Para já, desculpas se isto parecer off-topic, e desculpas também se alguém se sentir ofendido.
Uma das coisas que gostaria de ter visto discutidas ontem era o hábito dos jogadores; a outra, era a intenção do designer. Nem uma nem outra foram discutidas, apesar das minhas tentativas de puxar a conversa nesse sentido, morrendo a discussão em conversas sobre hacks a jogos e méritos de GM's.
Gostaria, no entanto, de puxar aqui o assunto das coincidências: do outro lado do Atlântico discutia-se ontem o mérito de haver secções nos jogos a explicar o que é um rpg.
Essa discussão pode ser vista aqui.
E gostaria de aqui puxar um dos comentários.
[quote]I think most games would be best served by forgetting about the "What is Role-Playing" essay, and have a section on "This Game Does This" section.
Different RPGs do different things, have different agendas. CoC's experience is different than AD&D, for example. There are similiarities... but important differences.
I think everyone would be best served if they picked up a game and could see the purpose of this game. Like when you pick up Monopoly or Risk. Nobody writes a "What is Board-Gaming?" section for Milton Bradley. They tell you what the game does and how to play.
If the game is well written, people playing it wil start role-playing automatically -- because the rules and stuff in the book should get them into action doing that thing. I shouldn't have to conceptualize it as an understanding of a whole new hobby. I should have rules that tell me what to do and to play the game I'm reading and guidance on how to play it.
I know this takes away the magic of "Ooooh, RPGs are so strange and special...." But you know what. They're games. They're not that special. I think they can produce a special time... But so can Twister and Diplomacy and Squad Leader.
A game set should explain itself -- not a taxonomy of entertainment.[/quote]
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Alguém muito sábio disse uma vez: "So, Trebek, we meet again! The game's afoot!"