robconley
Hero
Articulating one's focus is always a good thing. When it was the early 2000s and the major forums where hitting their strides, it made discussion a lot easier when I said "Hey this was my focus or goal is for doing this." Which helped later when talking about sandbox campaigns in the mid 2000s as part of the Wilderlands boxed set promotions. Look if you want a campaign where characters set the direction and the freedom to go anywhere, this is why the hexcrawl format of the Wilderlands is a good thing.Yeah, if that sounded judgmental it wasn't intended to be. What I mean is, in the game I wrote for example, there is (or would be if I bothered to add stuff like that since I don't personally need it) an explicit statement of agenda, clearly articulating what the game expects the GM to aim for.
Which is why in 2020 I included this in the book I just published
True but be aware that when it comes to publishing as opposed to a discussion like this. I am more focused on the nuts and bolts than the overall picture.While D&D generally has always had some fairly general statements and 'DM Advice' bits in various core books, it never really goes very far into articulating these things. A lot of people have simply never gone back and really articulated their principles. If you played kind of typical D&D, like what 5e seems to be aimed at, there is probably not much reason to, the game's structure is built around a fairly obvious paradigm.
This section is here if you want to do (or have) X, Y, and maybe Z.
When talking to folks, I find the vast majority of campaigns are kitbashes centered around a system. Basically 75% of what they use comes from say GURPS, or D&D 5e, and rest comes from elsewhere. The common denominator is that the referee and/or group found it fun to have their campaign.
So my philosophy of publishing my system is to present in discrete chunks. I just published the Basic Rule that serves as the foundation tying everything together. The next book will be the Lost Grimoire of Magic which not present stuff like class, and spell list but material on bringing magic users to life within the setting. My focus is not on creating stories about magic-user but enabling a referee and their players to experience life as a magic-user within a medieval fantasy setting.
Since thanks to D&D, medieval fantasy is a common trope, it works out in terms of utility across the larger hobby.
It too nuanced as far as my goals go. Blades in the Dark assumes that players using it want to experience a heist movie. So it narrowly focuses on supporting that idea. It neither good or bad. I on the other hand focus on giving my players the experience of being characters in a medieval fantasy setting. Which could mean that they try to execute a heist, or build a castle, or explore a dungeon, or weave a basket.It is hard to know with people who have spent a lot of time perfecting a very specific play style. I expect, based on what you have said, that you have very definite ideas and thus a set of principles you're sticking with. I see you've listed some of them. It can be helpful to see such embodied clearly in the terminology and process of a specific game in a way that is 'designed in'. There's a bit more formalism, etc.
So I focus on not only how my subsystems work, but why they are there. My expectation if it not relevant to the referee then don't use it.
The same way with my referee advice. I have sections in the basic rules. One is on my experience making rulings with the OD&D mechanics. The other on how to bring the world outside of the dungeon to life as a place to adventure and experience.
What I don't do is focus on collaborative storytelling because that not what I write about. What I do is talk about my experience in making this work for players of different interest and skill. For example this comment I have on coaching.
Finally so do I have a structure or not in the sense of the Fate Economy or the BiTD heist? Kinda of which I will happy to discuss but in general I found while sharing and publishing stuff it doesn't really help other people trying to use my material. Eventually I will get to writing an Axioms of Adventure as part of the series but in general I prefer to show not tell as people find that more useful in figuring out whether my material is useful to them or not.
Like my ability system, if you don't do much outside* of combat or spell-casting, if your players don't care* if they better as some things outside of combat or spellcasting. Then the sub system is a distraction and shouldn't be used.
*I avoid trying to say, imply, or judge what people ought to be doing with their hobby. It counter productive and doesn't accomplish anything. Just explain why you do what it is you do and be done with it. The reason that some of my part in the thread is a debate is because I accomplish many of the goals of player agency sketched out here, but in a different way.
And yes, I get what you are saying about your playstyle. I think that's cool! It defends itself.
Excellent and thanks.
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