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A neotrad TTRPG design manifesto
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<blockquote data-quote="gban007" data-source="post: 9243850" data-attributes="member: 56488"><p>I don't know, I don't think dice rolling necessitates a victory / defeat scenario. </p><p></p><p>To put forward my rough understanding of GNS stuff, based on these threads, and using what is probably an awful analogy, Game of Life:</p><p></p><p>Game of Life as it stands is very much gamist, with a lot of RNG, but have choices for how long you may go through some segments to try and get best outcome (go to college or straight into work, get married or not), but end of the day it is measured by total dollars as to who wins, and can strive for that and see how well you do, how poorly the dice treat you as such, but there are number of decision points that as you know the game better, you can make a better informed decision to improve your chances.</p><p></p><p>If take away the winning conditions, instead allow players to go through it with trying to go for a story they want (e.g. want to go through college, have a family, or the like) and see how well they do in achieving their goal (do they graduate?), then it becomes more narrativist it seems, with the spinner etc allowing them to see how they fare, do they get twins or not? etc. Yes more story telling, but allowing the game to drive finding out what happens / how the story occurs as such.</p><p></p><p>It would need drastic changes to make it simulationist I think, maybe put time bounds on it in, along with life expectancy stuff, potentially more career options with salary changes, certain careers more likely to be made redundant etc, and then spinner used less and more for % sort of chances as required (and maybe spin for various things at start of each turn - chance of redundancy, chance of death, chance of divorce).</p><p></p><p>Doesn't translate fully to TTRPG to my mind, but illustrates some of the differences I see.</p></blockquote><p></p>
[QUOTE="gban007, post: 9243850, member: 56488"] I don't know, I don't think dice rolling necessitates a victory / defeat scenario. To put forward my rough understanding of GNS stuff, based on these threads, and using what is probably an awful analogy, Game of Life: Game of Life as it stands is very much gamist, with a lot of RNG, but have choices for how long you may go through some segments to try and get best outcome (go to college or straight into work, get married or not), but end of the day it is measured by total dollars as to who wins, and can strive for that and see how well you do, how poorly the dice treat you as such, but there are number of decision points that as you know the game better, you can make a better informed decision to improve your chances. If take away the winning conditions, instead allow players to go through it with trying to go for a story they want (e.g. want to go through college, have a family, or the like) and see how well they do in achieving their goal (do they graduate?), then it becomes more narrativist it seems, with the spinner etc allowing them to see how they fare, do they get twins or not? etc. Yes more story telling, but allowing the game to drive finding out what happens / how the story occurs as such. It would need drastic changes to make it simulationist I think, maybe put time bounds on it in, along with life expectancy stuff, potentially more career options with salary changes, certain careers more likely to be made redundant etc, and then spinner used less and more for % sort of chances as required (and maybe spin for various things at start of each turn - chance of redundancy, chance of death, chance of divorce). Doesn't translate fully to TTRPG to my mind, but illustrates some of the differences I see. [/QUOTE]
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