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A neotrad TTRPG design manifesto
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9238940" data-attributes="member: 6801252"><p>This, another thing that I've noticed is that trust for something like this doesn't really come down to good faith and bad faith, it usually comes down to competing visions, or competing notions of their own responsibility to anyone else. People aren't making active choices not to agree on things like tone, people just act rather than seek consensus. They're all bringing "it" but they all think "it" is different things, and that represents a bunch of points of failure.</p><p></p><p>Its inevitably easy to have players who see things differently, even midstream, who are unwilling to offer compromise ("I'm here for what I'm here for man, I don't really think about anything else") or leave ("This is something I do with my friends, its the best way to hang out with ya'll, I'd probably drift away otherwise!"), and instead just pull things in their own sort of direction-- the limitations on their authority are what make them compatible with other players, because I'm the usual GM and I kind of work with everyone's tastes and say "This is where the compromises are, taking everyone into consideration, your other recourse is to stop playing" then maybe adjust the alchemy a bit as I see opportunities to give each person a little more of what they want.</p><p></p><p>Its just kind of like, a deferral of responsibility for achieving sympatico without a middleman to weave it together-- it happens when I'm picking a game system, it happens when I'm designing content, hell, it happens when I'm a player-- my roleplaying is still helping to stitch the group together somewhat. They aren't even really problem players, everyone's polite to one another and laughing and having a good time at the table when I'm doing this well, and have fun working together in the game. Its specifically the creative sympatico on vision and tone that just isn't super valuable to them, so it produces friction.</p><p></p><p>This renders my creative direction, largely an act of social mediation, itself somewhat mediated by my love for problem-solving and when it makes sense, worldbuilding. Equal authority would just make conflict for us more of an impasse, and like I recognize there are people who would treat our group as a classic case of "Break up and go find different groups that are more specific to what you each want" but I think we'd all struggle to find it, and as I said, I can thread the needle enough to produce a lot of fun experiences for everyone.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9238940, member: 6801252"] This, another thing that I've noticed is that trust for something like this doesn't really come down to good faith and bad faith, it usually comes down to competing visions, or competing notions of their own responsibility to anyone else. People aren't making active choices not to agree on things like tone, people just act rather than seek consensus. They're all bringing "it" but they all think "it" is different things, and that represents a bunch of points of failure. Its inevitably easy to have players who see things differently, even midstream, who are unwilling to offer compromise ("I'm here for what I'm here for man, I don't really think about anything else") or leave ("This is something I do with my friends, its the best way to hang out with ya'll, I'd probably drift away otherwise!"), and instead just pull things in their own sort of direction-- the limitations on their authority are what make them compatible with other players, because I'm the usual GM and I kind of work with everyone's tastes and say "This is where the compromises are, taking everyone into consideration, your other recourse is to stop playing" then maybe adjust the alchemy a bit as I see opportunities to give each person a little more of what they want. Its just kind of like, a deferral of responsibility for achieving sympatico without a middleman to weave it together-- it happens when I'm picking a game system, it happens when I'm designing content, hell, it happens when I'm a player-- my roleplaying is still helping to stitch the group together somewhat. They aren't even really problem players, everyone's polite to one another and laughing and having a good time at the table when I'm doing this well, and have fun working together in the game. Its specifically the creative sympatico on vision and tone that just isn't super valuable to them, so it produces friction. This renders my creative direction, largely an act of social mediation, itself somewhat mediated by my love for problem-solving and when it makes sense, worldbuilding. Equal authority would just make conflict for us more of an impasse, and like I recognize there are people who would treat our group as a classic case of "Break up and go find different groups that are more specific to what you each want" but I think we'd all struggle to find it, and as I said, I can thread the needle enough to produce a lot of fun experiences for everyone. [/QUOTE]
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