When I read “runtime”, I’ve been mentally substituting “in play” in place of it. I agree that “runtime” is a notion that doesn’t really make sense for non-digital games, but it’s easy to devise a meaning that works.It could be simply that MDA implies too narrow a scope for "stuff designer controls", where DDE uses better language and examples. With MDA I find I cannot fit some phenomena in, and in other cases its not clear whether something is on the M side or A, such as the style of an art asset. Dynamics doesn't apply quite as well to TTRPG - "play" is better (and has been suggested by others for the framework overall.) Once it is read or reframed that way, then I would agree with you that it can say some useful things for TTRPG design. In a nutshell (@pemerton might be interested here)
Design is simply stuff designer can control. That can include rules (both constitutive and regulatory), principles and other exhortations to uphold the desired practice, examples of play, setting description, premade characters, illustrations. The designed layer is game-as-artifact. Think of the other layers as lying atop it. They perhaps couldn't exist without it, but they are not reliably isomorphic to it. We can put the game text here.Play is the engagement with the system by players, activating it. For videogames, "dynamics" is reasonable because you can have systems that run themselves. For TTRPG it can only be thought of in the form of play. That would include any procedures one player carries out even in the absence of others. The play layer lies atop the designed layer. We can include player imagination here, even if as I contend it includes a form of game mechanic, on the assumption that it's compelled or constrained by the design.Experience is entirely on the player side: their feelings, satisfactions, tensions, excitements, frustrations, hopes, learnings and so on. The effect of the game on the player. In MDA and similar frameworks, an attempt is made to classify these into creative motives like challenge, exploration, fellowship, expression. The aim is to move away from generic terms like "fun" which means something different to each player.) Experience subsists in or emerges from the play of the game. Think of it as the top layer: what the game is like to play... its effect on you.
Alas, yes. I’m not a fan of the default assumptions of how things work in our hobby because it makes it difficult to do other things in a game. I think it would be beneficial overall if games communicated clearly how they are supposed to work. That would benefit not just other games that wanted to do something different but also the established ones by providing new players what they need to get started and play without having to use external resources. There are obviously challenges to that (e.g., how to effectively on board players without requiring them to read hundreds of pages), but digging into that is way outside the scope of this discussion.The idea is to work out what experience you want to deliver, and then design toward that. Good advice. What's particularly relevant for us is the implicit and crucial notion that designers do not directly control experience. I make a big deal out of that, because one of the more subtle ideas of MDA/DDE/DPE is that a designer can make the experience likely but not certain. So in relation to neotrad I say that they can't make it likely enough unless they explicitly design for what GM does, because otherwise it will default to trad.
I’m having trouble reconciling this with post #241, which said (regarding sandbox play in my homebrew system), “This is the aim of sandbox play; a traditional mode. That would mean the design work is done for trad design.”In another thread I independently suggested "neosim", which could feasibly be what Härenstam had in mind. However, I think it is more important to try to understand his motives for posting
IIRC there are five pages of comments, and among those to my reading TH makes it clear that he's not hung up on his taxonomy. I was clear in my OP that I'm using the label "neotrad" to include such enduring modes of play as OSR, sandbox, sim, and trad.
I’m using “good faith play” to mean that you play on its terms.¹ Baker lays out what the MC is supposed to do, but he can’t make you do that because it’s part of the experience that cannot be directly controlled by the designer. Whether you count the MC as a player or another participant, they either agree to engage in their role as prescribed by the game or not. If not, and if the game does not provide for that, then one has left the realm of good faith play.(Emphasis mine.) In AW and DitV Baker does almost exactly the opposite! He doesn't leave it to good faith attempts, he lays out exactly what he expects from the GM. On first read it's kind of astonishing, and refreshing. Here's one pithy example addressed to MC
Everything you say, you should do it to accomplish these three, and no other. It’s not, for instance, your agenda to make the players lose, or to deny them what they want, or to punish them, or to control them, or to get them through your pre-planned storyline (DO NOT pre-plan a storyline, and I’m not naughty word around). It’s not your job to put their characters in double-binds or dead ends, or to yank the rug out from under their feet. Go chasing after any of those, you’ll wind up with a boring game that makes Apocalypse World seem contrived, and you’ll be pre-deciding what happens by yourself, not playing to find out.
As I noted in post #266, I hadn’t really intended MDA to gain the prominence in this discussion that it did. It was an example of an established framework for design I could reference due to my status as an amateur designer and could relate to other professional experiences I do have. It’s not strictly required for these analyses, though I consider using it (or a derivative) preferable to taking a taxonomical view (which happens far too often in RPG discourse).Utilizing the MDA/DDE/DPE framework, which hopefully I've offered an effective olive branch in regard to, text like the above is design. Baker controlled what he wrote there. What he can't control is precisely what experience player engagement with that piece of text will lead to. But actually his approach is one of redundancy. The design (D) guides to play (P) of the design (D); securing the intended experience (E). So Baker has designed both the game mechanics (like moves), and an agenda and principles for engaging with them. That's not relying on good faith. It's including in the game design exactly how you are positioning GM.
Being explicit about what you want your game to do seems like a pretty good thing to do regardless.When they wanted their design intent to matter, faced with otherwise overpowering default assumptions.
[1]: Note that I’m using “rules” and “good faith play” fairly broadly. If a game provides for expansive authority to change it or disregard it at runtime or anytime, then doing so would still constitute “good faith play”.
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