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A neotrad TTRPG design manifesto
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<blockquote data-quote="Campbell" data-source="post: 9243718" data-attributes="member: 16586"><p>So, the full context of <em>play to find out </em>is <em>we play to find out what happens</em>. That means everyone at the table (especially the GM) approaches the game with curiosity and does not try to nudge or push the narrative outcome in a specific direction. It's basically the same formulation as Monsterhearts' <em>keep the story feral. </em>There are definitely more traditional models of play I believe count as <em>we play to find out what happens</em>, but certainly not all. GM storytelling or players specifically targeting a character arc they have in mind before play certainly do not, but counting here is not a meaningful judgement. The collaborative storytelling of a typical L5R 5e (one of my favorite games) campaign is specifically not about <u>playing to find out what happens</u>.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9243718, member: 16586"] So, the full context of [I]play to find out [/I]is [I]we play to find out what happens[/I]. That means everyone at the table (especially the GM) approaches the game with curiosity and does not try to nudge or push the narrative outcome in a specific direction. It's basically the same formulation as Monsterhearts' [I]keep the story feral. [/I]There are definitely more traditional models of play I believe count as [I]we play to find out what happens[/I], but certainly not all. GM storytelling or players specifically targeting a character arc they have in mind before play certainly do not, but counting here is not a meaningful judgement. The collaborative storytelling of a typical L5R 5e (one of my favorite games) campaign is specifically not about [U]playing to find out what happens[/U]. [/QUOTE]
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