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A neotrad TTRPG design manifesto
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<blockquote data-quote="payn" data-source="post: 9235942" data-attributes="member: 90374"><p>I was going to start a thread in a more general way of discussing game design and play culture and folks perspective on them. I was certainly going to limit the jargon because I wanted to avoid posts like these above. Since we are here, I think the issue is that these terms are not widely used and accepted, even though they have a basis for it. A lot of gamers don't even understand the difference in game design and culture of play. Which is why you get games shot down for lack of play culture, when that play culture was never intended by design. Im not sure what the answer is to it. These arguments pop up from time to time in many other hobbies like video games. They just have wider accepted definitions and larger play base and industry that they don't step on each others toes as much. Best I can figure.</p></blockquote><p></p>
[QUOTE="payn, post: 9235942, member: 90374"] I was going to start a thread in a more general way of discussing game design and play culture and folks perspective on them. I was certainly going to limit the jargon because I wanted to avoid posts like these above. Since we are here, I think the issue is that these terms are not widely used and accepted, even though they have a basis for it. A lot of gamers don't even understand the difference in game design and culture of play. Which is why you get games shot down for lack of play culture, when that play culture was never intended by design. Im not sure what the answer is to it. These arguments pop up from time to time in many other hobbies like video games. They just have wider accepted definitions and larger play base and industry that they don't step on each others toes as much. Best I can figure. [/QUOTE]
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