Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 9236316" data-attributes="member: 71699"><p>My aims are toward a <strong>manifesto </strong>rather than a prescriptive definition. I'm discussing what TTRPG designers may and ought to be doing. In respect of which, individual game texts are glimmers illuminating parts of a vast design space.</p><p></p><p>But if I had to achieve a definition, then I would first filter for every game text I understood to fit a traditional mode of play (OSR, sandbox. sim, trad) and then I would filter for just those that also integrated innovations from indie-games (largely storygames) with a particular concern for how they treated GM powers and centered player authorship. (Hence calling attention to scene-closure-systems, flags, and striking rule zero.)</p><p></p><p>Does that help at all? My motives for suggesting that this ought to lead to repositioning GM as player are technical ones, around what rules are and what rule-following amounts to. EDIT Actually, there's another more important motive: I believe best practice design will not spatchcock a grab-bag of innovations into their game text, but be thoughtful about <em>what those innovations mean! </em>Why did they arise? Why did they matter to those who designed them? What project are those innovations intended to drive toward, and what form ought that project to take in the neotrad design?!</p></blockquote><p></p>
[QUOTE="clearstream, post: 9236316, member: 71699"] My aims are toward a [B]manifesto [/B]rather than a prescriptive definition. I'm discussing what TTRPG designers may and ought to be doing. In respect of which, individual game texts are glimmers illuminating parts of a vast design space. But if I had to achieve a definition, then I would first filter for every game text I understood to fit a traditional mode of play (OSR, sandbox. sim, trad) and then I would filter for just those that also integrated innovations from indie-games (largely storygames) with a particular concern for how they treated GM powers and centered player authorship. (Hence calling attention to scene-closure-systems, flags, and striking rule zero.) Does that help at all? My motives for suggesting that this ought to lead to repositioning GM as player are technical ones, around what rules are and what rule-following amounts to. EDIT Actually, there's another more important motive: I believe best practice design will not spatchcock a grab-bag of innovations into their game text, but be thoughtful about [I]what those innovations mean! [/I]Why did they arise? Why did they matter to those who designed them? What project are those innovations intended to drive toward, and what form ought that project to take in the neotrad design?! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
Top