Actually, let me say one more thing:
VP is never going to be about the mere state of the tech side for me, because it was already far more than that going back years and years.
In addition to the art and design creations already mentioned, for me it was about the driving personalities back in the day, and the behavior of the VP community, such as it was. It's about crowd behavior and what people come for in scenes like this. It's about the lead programmers and the table designers; what drove them; what worked well and what went wrong. It's about mysteries and frustrations, how we handled them, and what we learned from the whole shebang.
So yeah, there's plenty for me to enjoy across the entire VP works and timeline. History, human behavior, even some anthropology, one might say. That stuff doesn't necessarily relate to the actual games in obvious ways, but it's there in the fabric, and it would pretty much be impossible not for it to have had an influence on what's going on today.
But in terms of specific games, sometimes I'll play a crazy old table full of ridiculous ideas, but also see some truly innovative ideas that were never really followed up on in VP. That really intrigues me, like a "what if" scenario. Sometimes it might be a Wrenchien table, for example, and I'll smile, and think about how I remembered him, and maybe have some insight in to the how's and why's of his design choices, based on what I saw of his personality. And of course, that's hardly a Wrenchien thing. It applies to anyone doing creative works, even if they're 'only' VP re-creations.
So all that's just sort of some extra information in surplus of what I've already stated above. In short, there are many, many aspects of VP for me, and to boil them all down to any particular summary or POV is pretty much a fool's errand as I see it. Guess ahm jess too durn curious, plus ah fond the whole thing so durn inneresting, as The Stranger might say.
I couldn't have worded it better.
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Edited by FDSystems, 08 May 2020 - 10:42 PM.




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