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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9240570" data-attributes="member: 71699"><p>Well, we have notions like the Czege Principle to guide as to functional distributions. So perhaps the form it would take would be - what are the functional distributions? What is available to distribute? Has anyone tried / does it work to use distribution X?</p><p></p><p>I found for instance that once you challenge the notion the GM will manage the rest of the world (i.e. everything but the PCs), and even following the CP to distribute adversaries and adversities away from player-characters, there are still far more individual elements than one might expect. Who manages friendly forces and allies? Neutral forces and entities? Scene start/end has just been discussed. What about situations? In another thread, I argued that fitting actions/events to rules is another job to do. Along with judging what is impossible (in the absence of a specific rule.) Then consider who manages availability and pricing? Who says what loot is to be found? What terrain? What sorts of settlements and their cultures Who decides if the weather is good? Who owns diegetic knowledge? What about mysteries? Etc. Etc.</p><p></p><p>One thing one can say for high-GM curation is that on the design side, it's a low cost solution to a <em>vast </em>number of problems / jobs to do. The basic design strategies are - do I write a rule for it? do I give it to a player to govern? what do I do to make sure they know what to count as good faith play?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9240570, member: 71699"] Well, we have notions like the Czege Principle to guide as to functional distributions. So perhaps the form it would take would be - what are the functional distributions? What is available to distribute? Has anyone tried / does it work to use distribution X? I found for instance that once you challenge the notion the GM will manage the rest of the world (i.e. everything but the PCs), and even following the CP to distribute adversaries and adversities away from player-characters, there are still far more individual elements than one might expect. Who manages friendly forces and allies? Neutral forces and entities? Scene start/end has just been discussed. What about situations? In another thread, I argued that fitting actions/events to rules is another job to do. Along with judging what is impossible (in the absence of a specific rule.) Then consider who manages availability and pricing? Who says what loot is to be found? What terrain? What sorts of settlements and their cultures Who decides if the weather is good? Who owns diegetic knowledge? What about mysteries? Etc. Etc. One thing one can say for high-GM curation is that on the design side, it's a low cost solution to a [I]vast [/I]number of problems / jobs to do. The basic design strategies are - do I write a rule for it? do I give it to a player to govern? what do I do to make sure they know what to count as good faith play? [/QUOTE]
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