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A neotrad TTRPG design manifesto
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<blockquote data-quote="kenada" data-source="post: 9241631" data-attributes="member: 70468"><p>Manifestos tend to be prescriptive. If it’s not, then what’s provocative about it?</p><p></p><p></p><p>The formalism is important. By adopting a specific way of approaching your process, you reap certain benefits. When I say I prefer reasoning about dynamics, I’m making reference to that formalism and finding it more valuable than prescriptions of what I should be doing.</p><p></p><p></p><p>I was assuming it did more than that. If it’s just raising questions without answers, how does one apply it?</p><p></p><p></p><p>If we were talking about video games, I might agree with you, but we’re not. The taxonomies used in tabletop RPG discourse tend to be broad, and people seem rather invested in their having specific meanings. Would an OSR game without rulings be an OSR game anymore? If you keep all the dynamics of Story Now but drop the PC crucible, is it still Story Now?</p><p></p><p>I’ve been asked which of G, N, or S my homebrew system is, and I honestly don’t know. One could probably make an argument for any of those depending on how you look at it. What I do know is its outlook, and I try to avoid incorporating mechanics that conflict with it. Thanks to this discussion, I may try to do that more formally (by documenting the intended experiences and dynamics), but I’m wary of being forced into a bucket.</p></blockquote><p></p>
[QUOTE="kenada, post: 9241631, member: 70468"] Manifestos tend to be prescriptive. If it’s not, then what’s provocative about it? The formalism is important. By adopting a specific way of approaching your process, you reap certain benefits. When I say I prefer reasoning about dynamics, I’m making reference to that formalism and finding it more valuable than prescriptions of what I should be doing. I was assuming it did more than that. If it’s just raising questions without answers, how does one apply it? If we were talking about video games, I might agree with you, but we’re not. The taxonomies used in tabletop RPG discourse tend to be broad, and people seem rather invested in their having specific meanings. Would an OSR game without rulings be an OSR game anymore? If you keep all the dynamics of Story Now but drop the PC crucible, is it still Story Now? I’ve been asked which of G, N, or S my homebrew system is, and I honestly don’t know. One could probably make an argument for any of those depending on how you look at it. What I do know is its outlook, and I try to avoid incorporating mechanics that conflict with it. Thanks to this discussion, I may try to do that more formally (by documenting the intended experiences and dynamics), but I’m wary of being forced into a bucket. [/QUOTE]
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