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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Emberashh" data-source="post: 9214937" data-attributes="member: 7040941"><p>I think something OC/neo-trad games or whatever we want to call them could stand to do is recontextualizing what it means to progress away from character capabilities. The reason being that for people who want to play a character concept (rather than define them through playing), theres an inherent cross-purposes being introduced when a concept has to wait to come online. </p><p></p><p>That was something I heavily considered for my own game, when I was still nebulous on what I wanted the overall experience. I opted away from that, as I wanted Labyrinthian to be more about earning the character rather than coming to the table with it, but the same time, I have a whole other game concept in my backpocket thats going to embrace it. </p><p></p><p>Tentatively called VICTORIAN, it'd basically be a sort of League of Extraordinary Gentleman type of experience. Mostly mission based with more focus on curated narrative experiences rather than sandboxy story machines. It'd leverage a very first person, near real-time gameplay perspective that allows players to embrace and mix and match pretty much every classic lit trope imaginable to create unique characters. </p><p></p><p>And as part of the design, the idea of capability progression would be eliminated from the typical RPG loop, instead using an elaborate Life Path style character generation system to bring your character together. Play beyond chargen would be characterized by narrative progression mostly, though I imagine whenever I decide to start chewing on this game Ill have more ideas to diversify that.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9214937, member: 7040941"] I think something OC/neo-trad games or whatever we want to call them could stand to do is recontextualizing what it means to progress away from character capabilities. The reason being that for people who want to play a character concept (rather than define them through playing), theres an inherent cross-purposes being introduced when a concept has to wait to come online. That was something I heavily considered for my own game, when I was still nebulous on what I wanted the overall experience. I opted away from that, as I wanted Labyrinthian to be more about earning the character rather than coming to the table with it, but the same time, I have a whole other game concept in my backpocket thats going to embrace it. Tentatively called VICTORIAN, it'd basically be a sort of League of Extraordinary Gentleman type of experience. Mostly mission based with more focus on curated narrative experiences rather than sandboxy story machines. It'd leverage a very first person, near real-time gameplay perspective that allows players to embrace and mix and match pretty much every classic lit trope imaginable to create unique characters. And as part of the design, the idea of capability progression would be eliminated from the typical RPG loop, instead using an elaborate Life Path style character generation system to bring your character together. Play beyond chargen would be characterized by narrative progression mostly, though I imagine whenever I decide to start chewing on this game Ill have more ideas to diversify that. [/QUOTE]
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