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*TTRPGs General
A neotrad TTRPG design manifesto
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9237625" data-attributes="member: 6801252"><p>One consideration of Neotrad Design I thought about reading [USER=42582]@pemerton[/USER] above, is that 4e does contain an awful lot of advice for player engagement in collaborative worldbuilding and such, much of which is further intertwined with it's conception of backstory-driven campaigns, and leaves the door open without demanding that players be able to sometimes add details (intentionally or otherwise) to the world based on things they blurt out. One could say that the presence of those tools, provided they remain tools, and not mandatory components of the procedure, could be endemic to neotrad design-- (dovetailing with OC in that players can elect to, or not use those tools, to pull the game in their preferred direction, with the GM taking on an editorial role to keep things coherent.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9237625, member: 6801252"] One consideration of Neotrad Design I thought about reading [USER=42582]@pemerton[/USER] above, is that 4e does contain an awful lot of advice for player engagement in collaborative worldbuilding and such, much of which is further intertwined with it's conception of backstory-driven campaigns, and leaves the door open without demanding that players be able to sometimes add details (intentionally or otherwise) to the world based on things they blurt out. One could say that the presence of those tools, provided they remain tools, and not mandatory components of the procedure, could be endemic to neotrad design-- (dovetailing with OC in that players can elect to, or not use those tools, to pull the game in their preferred direction, with the GM taking on an editorial role to keep things coherent.) [/QUOTE]
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A neotrad TTRPG design manifesto
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