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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9241335" data-attributes="member: 71699"><p>I want to restate my advice just above about not drawing constraining, rigid implications from my proposed <a href="https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9235845" target="_blank">neotrad manifesto</a>. That's not it's purpose. My idea is to publicly declare a north star, without rigid instruction on how to get there. I am aiming to be economical and provocative. The former to avoid saying to much, the latter to undermine assumptions.</p><p></p><p>Thus, revised to align with conversation so far, for reexamination and challenge -</p><p></p><p style="margin-left: 20px"><strong>Neotrad </strong>game designs ought to</p> <p style="margin-left: 40px">Promote the lusory-duality of players</p> <p style="margin-left: 40px"> Shift GM to or toward a role taken on by a player</p> <p style="margin-left: 20px"><em>Because</em> play is more likely to deliver on the former given the latter</p><p></p><p>No doubt this can be better wordsmitted (suggestions are welcome!) And maybe there are missing terms, such as around scene opening closing per <a href="https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9240266" target="_blank">#288</a> for example. Maybe it isn't obvious enough that shifting GM would entail deprecating rule zero. (Denoting GM "player" makes it more obvious, I think.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9241335, member: 71699"] I want to restate my advice just above about not drawing constraining, rigid implications from my proposed [URL='https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9235845']neotrad manifesto[/URL]. That's not it's purpose. My idea is to publicly declare a north star, without rigid instruction on how to get there. I am aiming to be economical and provocative. The former to avoid saying to much, the latter to undermine assumptions. Thus, revised to align with conversation so far, for reexamination and challenge - [INDENT][B]Neotrad [/B]game designs ought to[/INDENT] [INDENT=2]Promote the lusory-duality of players[/INDENT] [INDENT=2] Shift GM to or toward a role taken on by a player[/INDENT] [INDENT][I]Because[/I] play is more likely to deliver on the former given the latter[/INDENT] No doubt this can be better wordsmitted (suggestions are welcome!) And maybe there are missing terms, such as around scene opening closing per [URL='https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9240266']#288[/URL] for example. Maybe it isn't obvious enough that shifting GM would entail deprecating rule zero. (Denoting GM "player" makes it more obvious, I think.) [/QUOTE]
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