Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 9243217" data-attributes="member: 6696971"><p>Your instincts are on-point. </p><p></p><p>There is one other potential vector for Gamism in Agon; Glory (which, for those who aren't familiar, is basically "hero score"). But, because of the nature of the game-at-large, Glory doesn't "get there." [USER=82106]@AbdulAlhazred[/USER] played excellent, session-in-and-session-out, but he didn't come away with the highest Glory. I think he may have even come in 3rd of the 3 players? But that wasn't because he played worse than the others nor they better than he. It was a combination of (a) the lack of levers for skillful play (therefore not being able to really differentiate yourself in terms of skillfulness of play), (b) circumstance (which, in a game geared toward Gamism, will be overwhelmed by system and player input), and (c) the likely (it definitely materialized in our game) positive feedback loop of Glory attainment > Leadership > PC advancement. </p><p></p><p>I would say that the minimum requirements for effective (in design) Gamism would be the following:</p><p></p><p>* Clear goals, clear win/loss cons, as transparent a user interface as possible. When these things are obscured, the integrity of challenge-based play becomes increasingly put under duress. At a certain point, Gamism takes a dirtnap.</p><p></p><p>* You cannot have Gamism without an intensity of tactical decision-space. In order to achieve that, nearly all decision-points need to be able to be thoroughly weighed and they need to have a consequential weight to them, where both a clearly discernible fault line of "skillful play" and "unskillful play" emerge along with a spectrum of "least to most skillful play." In order to make that happen, system has to work in concert with GM to generate impactful situation-framing and consequence-foregrounding where choices facing players are multivariate from both "course charted/action undertaken" and "resource(s) allocated and deployed (to amplify a line of play, to broaden prospective lines of play, and to mitigate consequences when they manifest)."</p><p></p><p>* You can have Gamism without an intensity of strategic decision-space, but Gamism is more potent if strategic throughline is both present and potent rather than muted. Basically take the above for tactical and map a throughline to it where longterm play loops have that same quality of decision-space and considerations for those longterm loops (and feedbacks) are integrated with the tactical.</p><p></p><p>* Sufficient difficulty and (the right kind of) complexity to differentiate various levels of skillfulness in play.</p><p></p><p>Agon has the first bullet point. However, the second, third, and fourth just aren't present. There just isn't enough "there" there in terms of Gamism necessaries (by design). If the changes we discussed in the other thread were made, I still don't feel like it gets even close to a Gamist engine. It definitely veers more toward Narrativism rather than High Concept Sim (neotrad here) and probably completely so if all of those changes were made (and its trivial to just hack them in).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9243217, member: 6696971"] Your instincts are on-point. There is one other potential vector for Gamism in Agon; Glory (which, for those who aren't familiar, is basically "hero score"). But, because of the nature of the game-at-large, Glory doesn't "get there." [USER=82106]@AbdulAlhazred[/USER] played excellent, session-in-and-session-out, but he didn't come away with the highest Glory. I think he may have even come in 3rd of the 3 players? But that wasn't because he played worse than the others nor they better than he. It was a combination of (a) the lack of levers for skillful play (therefore not being able to really differentiate yourself in terms of skillfulness of play), (b) circumstance (which, in a game geared toward Gamism, will be overwhelmed by system and player input), and (c) the likely (it definitely materialized in our game) positive feedback loop of Glory attainment > Leadership > PC advancement. I would say that the minimum requirements for effective (in design) Gamism would be the following: * Clear goals, clear win/loss cons, as transparent a user interface as possible. When these things are obscured, the integrity of challenge-based play becomes increasingly put under duress. At a certain point, Gamism takes a dirtnap. * You cannot have Gamism without an intensity of tactical decision-space. In order to achieve that, nearly all decision-points need to be able to be thoroughly weighed and they need to have a consequential weight to them, where both a clearly discernible fault line of "skillful play" and "unskillful play" emerge along with a spectrum of "least to most skillful play." In order to make that happen, system has to work in concert with GM to generate impactful situation-framing and consequence-foregrounding where choices facing players are multivariate from both "course charted/action undertaken" and "resource(s) allocated and deployed (to amplify a line of play, to broaden prospective lines of play, and to mitigate consequences when they manifest)." * You can have Gamism without an intensity of strategic decision-space, but Gamism is more potent if strategic throughline is both present and potent rather than muted. Basically take the above for tactical and map a throughline to it where longterm play loops have that same quality of decision-space and considerations for those longterm loops (and feedbacks) are integrated with the tactical. * Sufficient difficulty and (the right kind of) complexity to differentiate various levels of skillfulness in play. Agon has the first bullet point. However, the second, third, and fourth just aren't present. There just isn't enough "there" there in terms of Gamism necessaries (by design). If the changes we discussed in the other thread were made, I still don't feel like it gets even close to a Gamist engine. It definitely veers more toward Narrativism rather than High Concept Sim (neotrad here) and probably completely so if all of those changes were made (and its trivial to just hack them in). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
Top