On 6/23/2020 7:25 PM, David Johnson wrote: > Can we really expect these folks who have brought us so much fun for so > many years to have consistently brought their "A game" every day for > forty years? They couldn't have a "bad day" or a project where they > "needed the money" or a licensee who did creative work but didn't aways > follow directions well? They weren't working every day of those forty years. That's just how long we've been poking at and/or tearing apart what they did over the course of a few, sometimes separated by several - more than enough time to forget and/or contradict what came before. :p (Though to be fair in both directions, these conversations themselves tend to be cyclical, bringing up the same subjects, and the same issues/concerns/problems, over and over again.) As for the rest... The reason why "how it works" matters beyond the purpose it serves in the game is that it informs and constrains my choices as a player. Otherwise, I might suggest doing something that makes perfect sense to me, based on my understanding (of the mechanism, the terrain, etc), that is completely nonsensical to the GM; or, on the other foot, they may be waiting for me to do the "obvious" thing that I have no idea is even possible. The further up (or down) the scale of abstraction we have to go to find common ground and understanding, the closer we get to "I have no idea what's going on or what I can do, so I'm just going to roll the dice and you tell me what happens." Some people may find that satisfying gameplay; I do not. -- --------------- Kelly St. Clair xxxxxx@efn.org