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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9244107" data-attributes="member: 82106"><p>I think your analogy is not bad. The only place I would add something is that in Narrativist TTRPG play there is a premise to be addressed (maybe one or more per PC, but generally there's a kind of overall premise too). This is not 'make an interesting story', its address some question of existence, examine some aspect of life in some what. Like in BitD there's a core "us against the system" sort of thing. Are you really against the system? How serious is that? Will you settle for a comfortable existence? Is your nature as a criminal fundamentally opposed to a happy life? What about your crew, are you loyal? There's lots of questions that can play out, some being overriding themes, others mere momentary observations. That doesn't really exist in the Game of Life. I mean, there's a hint of the question of "is all of life really just a game?" but, as the game is constituted, you never deal with it. I'd think the game might get more interesting if you had choices like "get drunk so you don't have to think about your boring job" or something. Do you have a fling with the secretary? I'm not sure how you would 'drive' those kinds of choices and questions though, which is a lot of what Narrativist RPGs do. Like in BitD you have a Vice, you can't just go straight, you have to deal with that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9244107, member: 82106"] I think your analogy is not bad. The only place I would add something is that in Narrativist TTRPG play there is a premise to be addressed (maybe one or more per PC, but generally there's a kind of overall premise too). This is not 'make an interesting story', its address some question of existence, examine some aspect of life in some what. Like in BitD there's a core "us against the system" sort of thing. Are you really against the system? How serious is that? Will you settle for a comfortable existence? Is your nature as a criminal fundamentally opposed to a happy life? What about your crew, are you loyal? There's lots of questions that can play out, some being overriding themes, others mere momentary observations. That doesn't really exist in the Game of Life. I mean, there's a hint of the question of "is all of life really just a game?" but, as the game is constituted, you never deal with it. I'd think the game might get more interesting if you had choices like "get drunk so you don't have to think about your boring job" or something. Do you have a fling with the secretary? I'm not sure how you would 'drive' those kinds of choices and questions though, which is a lot of what Narrativist RPGs do. Like in BitD you have a Vice, you can't just go straight, you have to deal with that. [/QUOTE]
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