View Full Version : core "modes" of gameplay
Omnigames
Aug 13th, '08, 01:28 PM
[...]
pinecone
Aug 15th, '08, 01:11 PM
[...]
I agree!
aylwin13
Aug 15th, '08, 01:17 PM
[...]
I have nothing else to contribute to this discussion.
SteveZilla
Aug 16th, '08, 01:12 AM
[...]
I agree!
I disagree!
Doc Democracy
Aug 16th, '08, 02:39 AM
We could save this as a classic example of board discourse. :)
SteveZilla
Aug 16th, '08, 03:11 AM
... Or bored discourse. :D
pinecone
Aug 16th, '08, 10:07 AM
I disagree!
Oh yeah, any who disagree are a bunch of big Doofusi!
Captain Obvious
Aug 16th, '08, 10:09 AM
Oh yeah, any who disagree are a bunch of big Doofusi!
The bands you like all suck!
schir1964
Aug 16th, '08, 10:10 AM
I think there is room in the tent for both sides of this discussion.
What was the original question again?
- Christopher Mullins
Psybolt
Aug 16th, '08, 10:23 AM
I think the original question was [...]
Doc Democracy
Aug 16th, '08, 12:03 PM
I think the original question was [...]
Well put. Repped. :celebrate
BobGreenwade
Aug 16th, '08, 05:04 PM
I think this entire thread is time, well, spent.
The Monster
Aug 17th, '08, 04:13 PM
I think it depends on the situation. Sometimes [...] is sufficient, but there are times and places where it's just not enough. There's no real rules about this; it's something that pretty much has to be gleaned from experience. The people involved have to communicate: preferences and desires, as well as overall goals, need to be taken into account when deciding whether [...] is useful or not - how much [...] is appropriate, how it is best applied, or even if it's useful at all. I know in my experience there have been times when I ignored [...] entirely (not always on purpose!), and people still enjoyed themselves, so it is possible. All in all, however, it's usually easier to keep the [...] - people usually expect it and might be put off if they don't have enough [...].
That's my $0.01985117169 anyway.
Kdansky
Aug 18th, '08, 12:04 AM
Certainly.
aylwin13
Aug 18th, '08, 07:40 AM
I think it depends on the situation. Sometimes [...] is sufficient, but there are times and places where it's just not enough. There's no real rules about this; it's something that pretty much has to be gleaned from experience. The people involved have to communicate: preferences and desires, as well as overall goals, need to be taken into account when deciding whether [...] is useful or not - how much [...] is appropriate, how it is best applied, or even if it's useful at all. I know in my experience there have been times when I ignored [...] entirely (not always on purpose!), and people still enjoyed themselves, so it is possible. All in all, however, it's usually easier to keep the [...] - people usually expect it and might be put off if they don't have enough [...].
That's my $0.01985117169 anyway.
I'm curious at to how [!?!] would interact with [...].
Tech
Aug 18th, '08, 09:51 AM
I agree!
I disagree and think [....]. Much more thought out.
Cancer
Aug 18th, '08, 11:34 AM
But [....] implies a note of finality that the OP clearly intended to exclude!
The Main Man
Aug 18th, '08, 11:46 AM
But now the ball is in my court, and I disagree!
Tonio
Aug 18th, '08, 12:07 PM
But that's how <insert other RPG> does it, so it won't work.
Sean Waters
Aug 18th, '08, 12:49 PM
But that's how <insert other RPG> does it, so it won't work.
...and where would Sir like this other RPG inserted?
:sneaky:
SteveZilla
Aug 19th, '08, 07:12 PM
I think discussion about [...] has become equal to :dh:
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