Recreating the Providence of the fiction of my youth

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Joshua A.C. Newman:
I don't know what you just said.

Callan S.:
Well, if you have any further questions, feel free. Otherwise saying that doesn't convey anything in particular to me.

Jasper Flick:
If I may, Callan is contrasting "I do A! Then I do B!" with "I want to do A. Is that OK? Then I want to do B. Is that OK?"

The interesting question is whether those OK-steps were part of your play and if you remember them. Or was anything accepted and was the onus on the other players to react to it? Was there a strong difference in authority between players and GM?

This reminds me a bit about a thread on Capes, postulating that the weirdness can only go up.

Paul Czege:
Hey Joshua,

I'm not seeing a lot of actual conversation in the last sequence of posts.

Frank's contribution was solid conversational input, but I'm not sure your response takes what Frank said in the spirit of actual conversation.

And then Callan made an observation that I think is pretty clearly understood, suggesting that designing to your Providence gameplay experience isn't about creating a structure, but about aiming for the productive gameplay confluence of structure and non-structure, and you rather meanly imply that he wasn't making sense.

Bully for him telling you to come back when you're ready for conversation.

Paul

Ron Edwards:
Joshua, have you reached the point at which you have reported what you wanted, raised the questions that you wanted, and taken them as far as you might have wanted?

If the answers to my questions are yes, then the best thing is for everyone to say "thanks" and to let this stand as one of the better thought-provoking topics in a long time, and not have it turn into a topic-less who-knows-what after it should have ended.

If the answers are no, then please tell us what question or issue you want to see pursued here.

Best, Ron

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