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*TTRPGs General
A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9239132" data-attributes="member: 71699"><p>Here I will just observe that a BA and software engineer are operating at a layer of design above what I'm considering. They are soliciting requirements and designing the solution.</p><p></p><p></p><p>Well, MDA formally can't describe TTRPG design, but some later frameworks in the same family possibly can.</p><p></p><p>Ask agile how it feels about dependencies extending outside the putatively multidisciplinary team? That silence is analogous to MDA-family of frameworks silence on audience as format and author.</p><p></p><p></p><p>I think you are answering engineering questions, while the ones I'm asking are ludological. You're asking "how can I make an omelette", I'm asking "how does our conception and choice of chef relate to our food choices?"</p><p></p><p></p><p>How does one ensure that the story emerges from play? What does each participant need to be doing or not doing, for that to be true?</p><p></p><p></p><p>Another analogy might be to ask - what is the impact of the chosen technology on the games that can be made. If your chosen format has consequences for the way your mechanics will translate to dynamics and thus aesthetics, you cannot design those away. Your intended aesthetic will not play as intended (or your intentions were formed within the envelope of those consequences.)</p><p></p><p></p><p>Agreed! As Nintendo observes, game experience quality is closely connected with amount of playtesting. One class of problematic designs are those that need a lot to be put in place before you can start iterating.</p><p></p><p></p><p>Thank you for your patience! It feels like we're asking dissimilar questions.</p><p></p><p>EDIT I would assert again that it's imagination as mechanics that separates them! Look at Baker's diagrams. What happens in the clouds?</p><p></p><p>Of course some mechanics are cubes, but as a player I can control my fictional positioning with at times no reversion to cubes. I can act, in fiction... in imagination. Everyone else making updates to their draft, to match.</p><p></p><p>That aside, to see how the questions raised could matter to you as a designer, think how your design would be played under varying GMing assumptions. What changes? What design moves might some assumptions open up that other assumptions would shut down. How will aesthetics change as a result?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9239132, member: 71699"] Here I will just observe that a BA and software engineer are operating at a layer of design above what I'm considering. They are soliciting requirements and designing the solution. Well, MDA formally can't describe TTRPG design, but some later frameworks in the same family possibly can. Ask agile how it feels about dependencies extending outside the putatively multidisciplinary team? That silence is analogous to MDA-family of frameworks silence on audience as format and author. I think you are answering engineering questions, while the ones I'm asking are ludological. You're asking "how can I make an omelette", I'm asking "how does our conception and choice of chef relate to our food choices?" How does one ensure that the story emerges from play? What does each participant need to be doing or not doing, for that to be true? Another analogy might be to ask - what is the impact of the chosen technology on the games that can be made. If your chosen format has consequences for the way your mechanics will translate to dynamics and thus aesthetics, you cannot design those away. Your intended aesthetic will not play as intended (or your intentions were formed within the envelope of those consequences.) Agreed! As Nintendo observes, game experience quality is closely connected with amount of playtesting. One class of problematic designs are those that need a lot to be put in place before you can start iterating. Thank you for your patience! It feels like we're asking dissimilar questions. EDIT I would assert again that it's imagination as mechanics that separates them! Look at Baker's diagrams. What happens in the clouds? Of course some mechanics are cubes, but as a player I can control my fictional positioning with at times no reversion to cubes. I can act, in fiction... in imagination. Everyone else making updates to their draft, to match. That aside, to see how the questions raised could matter to you as a designer, think how your design would be played under varying GMing assumptions. What changes? What design moves might some assumptions open up that other assumptions would shut down. How will aesthetics change as a result? [/QUOTE]
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