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A neotrad TTRPG design manifesto
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<blockquote data-quote="niklinna" data-source="post: 9243767" data-attributes="member: 71235"><p>I didn't look at unfolding and revealing the world as pages of hardware, but certainly any time we undertook a journey, or dealt with matters in town, it felt to me like we were unfolding and revealing the world—which I enjoyed for its own sake—but we did so by facing difficult challenges of competence and challenges to beliefs etc., including the high likelihood of undersirable outcomes—again, precisely because those were integral to the fabric of that world. There is no exploring the world of Torchbearer for its own sake without The Grind. There is no exploring the world of Torchbearer for its own sake without having to fail at checks in order to be able to make camp and recover enough to be able to press on—<em>maybe</em>. The unwanted and unwelcome certainly happened—but, what was unwanted and unwelcome depended very much on the moment and the perspective. Yes, I wanted to succeed at a particular test because that would get me ahead; but from another perspective, I wanted to fail the test so that I could perhaps bump a skill, or gain a check toward making camp. And oh yes, I would judge how much to invest in a test based on how important it was to succeed vs. to gain a check. That ability to switch my creative agenda lens on a single moment is one of the things I liked best about the game!</p><p></p><p>I might go so far as to say, if I <em>had</em> to choose only one creative agenda as primary for me in Torchbearer 2, over long-term play—I would pick sim. But I'd really rather not have to do that, because I definitely felt that the game scratched each of those itches for me in varying amounts over the course of play.</p><p></p><p>As for moments, I think those add up over time. The emphasis changes from moment to moment, but the same things keep returning in those nonconsecutive, but sequential, moments.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9243767, member: 71235"] I didn't look at unfolding and revealing the world as pages of hardware, but certainly any time we undertook a journey, or dealt with matters in town, it felt to me like we were unfolding and revealing the world—which I enjoyed for its own sake—but we did so by facing difficult challenges of competence and challenges to beliefs etc., including the high likelihood of undersirable outcomes—again, precisely because those were integral to the fabric of that world. There is no exploring the world of Torchbearer for its own sake without The Grind. There is no exploring the world of Torchbearer for its own sake without having to fail at checks in order to be able to make camp and recover enough to be able to press on—[I]maybe[/I]. The unwanted and unwelcome certainly happened—but, what was unwanted and unwelcome depended very much on the moment and the perspective. Yes, I wanted to succeed at a particular test because that would get me ahead; but from another perspective, I wanted to fail the test so that I could perhaps bump a skill, or gain a check toward making camp. And oh yes, I would judge how much to invest in a test based on how important it was to succeed vs. to gain a check. That ability to switch my creative agenda lens on a single moment is one of the things I liked best about the game! I might go so far as to say, if I [I]had[/I] to choose only one creative agenda as primary for me in Torchbearer 2, over long-term play—I would pick sim. But I'd really rather not have to do that, because I definitely felt that the game scratched each of those itches for me in varying amounts over the course of play. As for moments, I think those add up over time. The emphasis changes from moment to moment, but the same things keep returning in those nonconsecutive, but sequential, moments. [/QUOTE]
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