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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9243230" data-attributes="member: 71699"><p>Principally, because those words do not describe what distinguishes his RPG from many others. Rather, they emphasise what he wants you to do. In all RPG, when one is genuinely playing one is playing to find out. Neotrad shares Baker's desire that you indeed do that. Repositioning GM and centering players is not done to make players do the prep instead of GM, it's so you can <em>play to find out</em>.</p><p></p><p style="margin-left: 20px">Edwards passionately argued that for the narrativist, the story is not ludically-interesting unless one genuinely plays to find out. The premises are not addressed in the ideal way unless they are addressed through play itself.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For the gamist, the winning is not ludically-interesting unless one plays to find out. Mastery is not proven in an the ideal way unless it is proven through play itself.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For the simulationist, the subject appreciation is not ludically-interesting unless one plays to find out. Appreciation is not elevated in the ideal way unless it is elevated through play itself.</p><p></p><p>Considering all that, I read <em>play to find out </em>less as description, than <em>instruction</em>.</p><p></p><p style="margin-left: 20px">You have to commit yourself to the game’s action’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to say what happens, you have to set what you hope for aside.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9243230, member: 71699"] Principally, because those words do not describe what distinguishes his RPG from many others. Rather, they emphasise what he wants you to do. In all RPG, when one is genuinely playing one is playing to find out. Neotrad shares Baker's desire that you indeed do that. Repositioning GM and centering players is not done to make players do the prep instead of GM, it's so you can [I]play to find out[/I]. [INDENT]Edwards passionately argued that for the narrativist, the story is not ludically-interesting unless one genuinely plays to find out. The premises are not addressed in the ideal way unless they are addressed through play itself.[/INDENT] [INDENT][/INDENT] [INDENT]For the gamist, the winning is not ludically-interesting unless one plays to find out. Mastery is not proven in an the ideal way unless it is proven through play itself.[/INDENT] [INDENT][/INDENT] [INDENT]For the simulationist, the subject appreciation is not ludically-interesting unless one plays to find out. Appreciation is not elevated in the ideal way unless it is elevated through play itself.[/INDENT] Considering all that, I read [I]play to find out [/I]less as description, than [I]instruction[/I]. [INDENT]You have to commit yourself to the game’s action’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to say what happens, you have to set what you hope for aside.[/INDENT] [/QUOTE]
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