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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9240385" data-attributes="member: 71699"><p>I don't quite follow your comment about Rolemaster? One decision in game design (including videogame design) is whether scene-closure will persist consequences into future gamestate. In TTRPG, the answer is almost always yes, and that is most often handled by currencies (using the term broadly), such as rep, XP, turf, hit dice, hit points, stress, spell slots, and by conditions (again, used loosely) such as "injury, associated penalties", angry, thirsty etc.</p><p></p><p>A design cost of not sealing consequences inside a scene is that it introduces variance impacting any plan you had in advance - such as the difficulty of future scenes. Adventure paths often introduce compensatory mechanisms, such as advising GM that this section of the planned adventure needs characters to be at level X, and if they are at level Y make this change (level them up, remove foes, whatever.)</p><p></p><p>One of the very interesting opportunities of paying out currencies is to supply PCs with shared assets that scene-closure pays out change to. BitD supplies an obvious example of that (gangs), and it can emerge in games like Traveller and Dark Heresy (ships). Player investment in their shared asset can be predicted to lead to player goal-formation where they (the players) plan scenes that they know will benefit it. A happy play loop of just the right sort.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9240385, member: 71699"] I don't quite follow your comment about Rolemaster? One decision in game design (including videogame design) is whether scene-closure will persist consequences into future gamestate. In TTRPG, the answer is almost always yes, and that is most often handled by currencies (using the term broadly), such as rep, XP, turf, hit dice, hit points, stress, spell slots, and by conditions (again, used loosely) such as "injury, associated penalties", angry, thirsty etc. A design cost of not sealing consequences inside a scene is that it introduces variance impacting any plan you had in advance - such as the difficulty of future scenes. Adventure paths often introduce compensatory mechanisms, such as advising GM that this section of the planned adventure needs characters to be at level X, and if they are at level Y make this change (level them up, remove foes, whatever.) One of the very interesting opportunities of paying out currencies is to supply PCs with shared assets that scene-closure pays out change to. BitD supplies an obvious example of that (gangs), and it can emerge in games like Traveller and Dark Heresy (ships). Player investment in their shared asset can be predicted to lead to player goal-formation where they (the players) plan scenes that they know will benefit it. A happy play loop of just the right sort. [/QUOTE]
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