To bring this back on topic, if I were looking at this from a perspective of “I’m making an X, which implies these kinds of mechanics,” I may not have considered this approach. It still could suck, but at least it’s something to try. That’s why I want to eschew manifestos and taxonomies. I don’t want to be constrained by rigid implications
I'd advise not to draw constraining, rigid implications from the proposed manifesto. That's not it's purpose. My idea was to publicly declare a north star, without rigid instruction how to get there. I was aiming to be economical and provocative. The former to avoid saying to much, the latter to undermine assumptions. Thus, revised to align with conversation so far -
Neotrad game designs ought to
Promote the lusory-duality of players
Shift GM to or toward a role taken on by a player
Because play is more likely to deliver on the former given the latter
It wasn't until
@pemerton pointed out in their
#253 that I realised I'd failed to join the dots all the way to that crucial point about centrality of players (I just assumed everyone had
taken note of it.)
But you, @clearstream, seem to see at least some of the games falling under my third and last dot point as failures from the point of view of your manifesto - as in, they are really just "trad" with no genuine "neo".
The "failures" I perceived were with regard to
the idea of player centrality, which I connect with the narrativist comprehension of the lusory-duality (player as simultaneously author and audience.) I want to be able to observe the supposedly neotrad play and see something recognisably different from trad play, and the nature of that difference will relate to the lusory-duality.
And the importance of stating that outright become clearer after I read
@Manbearcat's
#270 and
#274. I don't, incidentally, claim that this is all their should be in a neotrad manifesto, As I said
No doubt the landscape is diverse and there are other hallmarks, too. I suggest that this one is central.
tl;dr if you're reading it to be rigid, that's not what's intended. It is intended to challenge thinking and influence design in a certain direction.
Being able to reason about dynamics seems preferable to me.
Reasoning about play is something you'd do as part of TTRPG design anyway. How could you not? That may be organised like this.
Say what you want the experience of play to be. Design the play to enable that experience. Iterate.
I think you can see at once that this is doing a different job. The manifesto raises questions, without necessarily offering answers. Most of all it says - "have an opinion on this". Whereas this here is rigid instruction for design: do this, and then do this; repeat. On the premise that doing those things in that sequence will organise and ease the process.
...and taxonomies. I don’t want to be constrained by rigid implications
Again, I don't (and based on comments in thread I feel confident TH didn't) see them as imposing rigid constraints. Although I absolutely agree with your sense that they can have that effect when imposed with authority or submitted to without challenge. A taxonomy organises the design space, so that the designer can address it methodically. It can, for example, narrow down the number of other games you will want to observe to understand design patterns that will most likely be valuable to your project. It can help you decide which audience you want to address, by seeing what kinds of folk are playing games of similar ilk; and what they care about. Taxonomies are just a tool of game design: rigid to the extent you allow them to be, or force them upon others without considering their take.