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A neotrad TTRPG design manifesto
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<blockquote data-quote="loverdrive" data-source="post: 9243282" data-attributes="member: 7027139"><p>I don't want to derail this conversation, but:</p><p>I'm lazily working on a game that from what I've gathered about what neo-trad is, more or less falls into what neo-trad describes.</p><p></p><p>There are two distinct "modes", "phases", whatever, of play: there are scenes where PCs are chilling on their base, bantering with each other, allied NPCs, work on their personal projects, etc. There are scenes where PC deploy to kick ass.</p><p></p><p>The base phase is played like any other traditional RPG, where players say what they want to accomplish, GM tells them what stat they need to roll (if any), and then narrates what happens as a result. Deployment phase is a straight up boardgame with rigid rules on what both PCs and enemies can or cannot do (which are, frankly, nonsenscial: what do you mean I can't shoot somebody who is in the same room as me?! why do I need to move to another zone to attack?!) and an objective that is unrelated to killing everyone.</p><p></p><p>The game is mostly driven by PCs, well, drives and GM is largely reactive. Player states the goal they want to achieve, GM says "cool!" and then places obstacles to achieve it with the sole requirement that any substantial progress can only ever be done through a deployment.</p><p></p><p>As the only example from test campaign (it was one-on-one, so I imagine with more players it'd be more different):</p><p></p><p>PC wants to woo his Manager (NPC) who just doesn't notice him. I shrug and ask: "Well, she doesn't notice you. How are you gonna attract her attention?", and he decides to bring her a cool gift.</p><p></p><p>The game transitions into Deployment stage, as player runs out of things to do in the base. Before a deployment, each player gets to ask the GM one question to be answered afterwards. If the deployment is successful, they'll like the answer. If not, well, they will not. The question was "what constitutes a cool gift?"</p><p></p><p>I will not divulge into details of deployment as they are unnecessary, but the player wins, and back in the base, I set up a scene where Manager gushes about a new prototype lazer gun Mitsuhama unveiled she has heard about, thus, answering the question: a prototype lazer gun definitely constitutes a cool gift.</p><p></p><p>The next deployment will probably be about stealing that prototype lazer gun from Mitsuhama.</p><p></p><p></p><p>Now, in a real game with a full table, there probably would a layer of interesting choice of what deployment to take on, like, whose goals will be served today, but that doesn't sound like a big problem for now.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9243282, member: 7027139"] I don't want to derail this conversation, but: I'm lazily working on a game that from what I've gathered about what neo-trad is, more or less falls into what neo-trad describes. There are two distinct "modes", "phases", whatever, of play: there are scenes where PCs are chilling on their base, bantering with each other, allied NPCs, work on their personal projects, etc. There are scenes where PC deploy to kick ass. The base phase is played like any other traditional RPG, where players say what they want to accomplish, GM tells them what stat they need to roll (if any), and then narrates what happens as a result. Deployment phase is a straight up boardgame with rigid rules on what both PCs and enemies can or cannot do (which are, frankly, nonsenscial: what do you mean I can't shoot somebody who is in the same room as me?! why do I need to move to another zone to attack?!) and an objective that is unrelated to killing everyone. The game is mostly driven by PCs, well, drives and GM is largely reactive. Player states the goal they want to achieve, GM says "cool!" and then places obstacles to achieve it with the sole requirement that any substantial progress can only ever be done through a deployment. As the only example from test campaign (it was one-on-one, so I imagine with more players it'd be more different): PC wants to woo his Manager (NPC) who just doesn't notice him. I shrug and ask: "Well, she doesn't notice you. How are you gonna attract her attention?", and he decides to bring her a cool gift. The game transitions into Deployment stage, as player runs out of things to do in the base. Before a deployment, each player gets to ask the GM one question to be answered afterwards. If the deployment is successful, they'll like the answer. If not, well, they will not. The question was "what constitutes a cool gift?" I will not divulge into details of deployment as they are unnecessary, but the player wins, and back in the base, I set up a scene where Manager gushes about a new prototype lazer gun Mitsuhama unveiled she has heard about, thus, answering the question: a prototype lazer gun definitely constitutes a cool gift. The next deployment will probably be about stealing that prototype lazer gun from Mitsuhama. Now, in a real game with a full table, there probably would a layer of interesting choice of what deployment to take on, like, whose goals will be served today, but that doesn't sound like a big problem for now. [/QUOTE]
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