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So, I'm getting the impression - please correct me if I'm wrong - that this trust factor is a double-edged sword.
It permits you to do different and special things in play, but it also sets a barrier between groups; you have a trust relationship with the people you always play with, but what about those other people over there that are doing the same thing? You don't know them well enough to play with them yet.
So, thing is, I'm interested (intellectually) in seeing what this kind of play is like; I don't have a group with those practices and that trust relationship.
Can that gap be bridged?
This trust also works by connection - I'm playing with two people I know and played with before and they bring in someone they've played with before. ...
Finally, the game itself is a trust building mechanism.So, if we want to build communities that get around all those problems I'm all for it: I just don't think it's going to be easy.
On the other hand, we can strive to establish games where the problems of GSF and other social conflicts are no worse than those of any social group in general. That's a challenge, but a tenable one.
JBR: This isn't social networking as such, more of a more general friend-of-friends thing, and I'm sure that happens in a great many gaming circles, not just those following this low-impact style of play. (There may be good idea to mine from social networking theory in general, though.)
Maybe you can return us to that topic then, Jere.
Please tell us your thoughts on the matter.
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