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*TTRPGs General
A neotrad TTRPG design manifesto
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<blockquote data-quote="tetrasodium" data-source="post: 9236783" data-attributes="member: 93670"><p>Yes, it's a fairly significant difference and where so many of these neotrad/OC debates expose imply or provide cover for an unhealthy play expectation. </p><p></p><p>The gm carries a lot of additional duties and responsibilities that players do not. If you talk about reducing the gm's power/authority/etc to make them more like a player while talking up player authority all of those duties and responsibilities remain exclusively with the gm. If you talk about involving players in a collaborative shared narrative storygame where players have the ability to do things like make declarations and compels* or similar shares some of those duties and responsibilities with players who are expected to do nontrivial amounts of lifting with their own character, other player's characters, the world, and places they might intersect</p><p></p><p>But that's talking about a game that actually kind of embodies what may as well be an extreme example of the values Neotrad/OC tries to spotlight and neotrad/OC discussions tend to be about gameplay as if it were a thing that could simply be slotted into almost any system. That's where the focus on changing the gm's role carries a second punch by pinning blame to the gm for the inevitable breakdown and failure of trying to slot the square peg into a round hole. If the talk is instead focused on making players more like the GM the square peg is immediately called out over the various ways it will clash when a particular player's effort to import it into a poorly fitting system needs to be explained to the rest of the table.</p><p></p><p>* Both fate terms. I used it because they are simple and work the same both ways. Declarations spend a resource to declare a relevant detail into existence and compels force someone else to take some action unless they can explain why not and buy their way out of the compel.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9236783, member: 93670"] Yes, it's a fairly significant difference and where so many of these neotrad/OC debates expose imply or provide cover for an unhealthy play expectation. The gm carries a lot of additional duties and responsibilities that players do not. If you talk about reducing the gm's power/authority/etc to make them more like a player while talking up player authority all of those duties and responsibilities remain exclusively with the gm. If you talk about involving players in a collaborative shared narrative storygame where players have the ability to do things like make declarations and compels* or similar shares some of those duties and responsibilities with players who are expected to do nontrivial amounts of lifting with their own character, other player's characters, the world, and places they might intersect But that's talking about a game that actually kind of embodies what may as well be an extreme example of the values Neotrad/OC tries to spotlight and neotrad/OC discussions tend to be about gameplay as if it were a thing that could simply be slotted into almost any system. That's where the focus on changing the gm's role carries a second punch by pinning blame to the gm for the inevitable breakdown and failure of trying to slot the square peg into a round hole. If the talk is instead focused on making players more like the GM the square peg is immediately called out over the various ways it will clash when a particular player's effort to import it into a poorly fitting system needs to be explained to the rest of the table. * Both fate terms. I used it because they are simple and work the same both ways. Declarations spend a resource to declare a relevant detail into existence and compels force someone else to take some action unless they can explain why not and buy their way out of the compel. [/QUOTE]
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