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On 2008-02-06, Jonathan Walton wrote:


Elizabeth has more what I mean, but it's still a bit abstract.

Say I have this toolbox:

- players demonstrate character actions by moving tokens around on a game board, instead of describing them verbally

- all spoken words are words characters say

- there is no resolution of disputes, actually there are no disputes, there are simply legal and illegal moves on the board, as in Chess

- the food served during the game has symbolic meaning crucial to the play experience

This is going to yield a very different type of play experience than the one delivered by most roleplaying games. This is just a different set of tools than the ones most game use. Is it modular? Um, not really (though you could steal some of these tools to use in other games). But the toolset is tailored for a very specific idea of how play is conducted. It does not use the same tools to tell a slightly different kind of story by emphasizing some tools over others. These are explicitly _different_ tools.
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Fair Game