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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9241660" data-attributes="member: 82106"><p>Well, I think the argument was more that if you take a story game type of narrativist 'push the PCs' framework and dial down the difficulty, then you arrive at a very neo-tradish sort of place. And then more specifically that one version of that would be something like FATE where you can earn FATE points in low-stakes situations, which you can then spend to obviate the consequences or change the fiction in higher stakes situations. That effectively brings the overall pressure on the PCs down a lot, AND lets the players dictate when and where they will confront challenges directly, and where they will just kind of push it off on some trait or other of either the PC or the situation.</p><p></p><p>In terms of 4e I think this also works. When the GM isn't REALLY pushing the PCs they can kind of just easy mode through a lot of stuff and do whatever they want without much compelling them to rise to the action. If they WANT to challenge themselves, they can, it's generally not that hard, but how and when and where that happens becomes entirely under their control.</p><p></p><p>Story Now play OTOH doesn't generally have this. The situation is NOT under the control of the players! They have a great deal of input into the NATURE of the challenges they will face, in a general sense, or how they will engage them, but the stuff is hitting the fan, you either rise to the occasion RIGHT NOW or else! And the stakes are likely to get crazy and profound, and include stuff you may not WANT to risk, except it's not a matter of a choice between risk and not risk, it's a matter of which unacceptable risk are you going to choose!? And how will you deal with the fallout. When you dial 4e UP, that's what you are likely to get.</p><p></p><p>FATE OTOH honestly never seemed to me to evoke that sort of play. It may or may not cater to neo-trad play, but it isn't usually used in a Narrativist fashion from what little I've experienced of it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9241660, member: 82106"] Well, I think the argument was more that if you take a story game type of narrativist 'push the PCs' framework and dial down the difficulty, then you arrive at a very neo-tradish sort of place. And then more specifically that one version of that would be something like FATE where you can earn FATE points in low-stakes situations, which you can then spend to obviate the consequences or change the fiction in higher stakes situations. That effectively brings the overall pressure on the PCs down a lot, AND lets the players dictate when and where they will confront challenges directly, and where they will just kind of push it off on some trait or other of either the PC or the situation. In terms of 4e I think this also works. When the GM isn't REALLY pushing the PCs they can kind of just easy mode through a lot of stuff and do whatever they want without much compelling them to rise to the action. If they WANT to challenge themselves, they can, it's generally not that hard, but how and when and where that happens becomes entirely under their control. Story Now play OTOH doesn't generally have this. The situation is NOT under the control of the players! They have a great deal of input into the NATURE of the challenges they will face, in a general sense, or how they will engage them, but the stuff is hitting the fan, you either rise to the occasion RIGHT NOW or else! And the stakes are likely to get crazy and profound, and include stuff you may not WANT to risk, except it's not a matter of a choice between risk and not risk, it's a matter of which unacceptable risk are you going to choose!? And how will you deal with the fallout. When you dial 4e UP, that's what you are likely to get. FATE OTOH honestly never seemed to me to evoke that sort of play. It may or may not cater to neo-trad play, but it isn't usually used in a Narrativist fashion from what little I've experienced of it. [/QUOTE]
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