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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9243936" data-attributes="member: 82106"><p>My feeling in that TB2 game we did was more a combination of gamist and narrativist play. The sucker is HARD, if you want to stay alive, you MUST play well, this is a game that has no easy mode! The grind is TRYING TO KILL YOU and it WILL unless you defeat it. Doing that requires careful consideration of exactly where to deploy your inadequate resources, and skillfully building up currency and advancing skills, AND at the same time getting experience (fate/persona) while avoiding excessive conditions (damage). Its ALSO Narrativist in that your character has strong flags, a nature, beliefs, instinct, etc. which both you and the GM can, and will, test and probably change over time in response to outcomes. </p><p></p><p>Yes, it has a geographical exploration component as well, which feeds the gamist and narrativist parts fictionally (IE by explaining why you are about to die and giving you a chance to test yourself and see what happens). Not that pure exploration is unimportant, but there's basically no politics, history, etc. that is worth much to explore, its all ruins, ice, and nasties. The world never surprises you, it's ugly a brutal from start to finish! Even the TOWN is ugly and brutal, and you can easily die there too!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9243936, member: 82106"] My feeling in that TB2 game we did was more a combination of gamist and narrativist play. The sucker is HARD, if you want to stay alive, you MUST play well, this is a game that has no easy mode! The grind is TRYING TO KILL YOU and it WILL unless you defeat it. Doing that requires careful consideration of exactly where to deploy your inadequate resources, and skillfully building up currency and advancing skills, AND at the same time getting experience (fate/persona) while avoiding excessive conditions (damage). Its ALSO Narrativist in that your character has strong flags, a nature, beliefs, instinct, etc. which both you and the GM can, and will, test and probably change over time in response to outcomes. Yes, it has a geographical exploration component as well, which feeds the gamist and narrativist parts fictionally (IE by explaining why you are about to die and giving you a chance to test yourself and see what happens). Not that pure exploration is unimportant, but there's basically no politics, history, etc. that is worth much to explore, its all ruins, ice, and nasties. The world never surprises you, it's ugly a brutal from start to finish! Even the TOWN is ugly and brutal, and you can easily die there too! [/QUOTE]
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