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*TTRPGs General
A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9244303" data-attributes="member: 71699"><p>Well, sure! What I contend is that there is some crux lusory-goal welded to why we are playing a game instead of reading a book or watching a movie. So that I can observe play to see if that crux goal is made the subject of <em>game play</em> or decided by means other than game play.</p><p></p><p>Insofar as your work is a game, lusory-goals are ideally settled in play.</p><p></p><p>For instance, you'll see it at times in play of a game widely characterised as sim like RuneQuest. The appreciation-of-subject is actively disclosed by GM - sometimes with some light choose-your-own-adventure player decisions - instead of grasping it firmly and settling it in game play. </p><p></p><p style="margin-left: 20px">Mythology is more than old lies and stories, pseudo-scientific explanations for natural phenomena, or hidden secrets of forgotten lore. It is a state of mind and a way of life. It has a sentience and life of its own: a power. RuneQuest: Roleplaying in Glorantha lets you experience that state of mind and explore that way of life through the mythic realm of Glorantha.</p><p></p><p>Ludically, this should not mean - <em>tell me </em>what that state of mind and mythic realm is like. It should be - enable me to experience it via the play itself. "Play" there implying occupation of the roles of both author and audience. I am being rather purist here, admittedly, but when you are reflecting on what parts of the game text really drive that agenda, and what parts could drive it but don't explain themselves adequately, and what other parts have very little to do with it altogether: now those are really significant questions for design.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9244303, member: 71699"] Well, sure! What I contend is that there is some crux lusory-goal welded to why we are playing a game instead of reading a book or watching a movie. So that I can observe play to see if that crux goal is made the subject of [I]game play[/I] or decided by means other than game play. Insofar as your work is a game, lusory-goals are ideally settled in play. For instance, you'll see it at times in play of a game widely characterised as sim like RuneQuest. The appreciation-of-subject is actively disclosed by GM - sometimes with some light choose-your-own-adventure player decisions - instead of grasping it firmly and settling it in game play. [INDENT]Mythology is more than old lies and stories, pseudo-scientific explanations for natural phenomena, or hidden secrets of forgotten lore. It is a state of mind and a way of life. It has a sentience and life of its own: a power. RuneQuest: Roleplaying in Glorantha lets you experience that state of mind and explore that way of life through the mythic realm of Glorantha.[/INDENT] Ludically, this should not mean - [I]tell me [/I]what that state of mind and mythic realm is like. It should be - enable me to experience it via the play itself. "Play" there implying occupation of the roles of both author and audience. I am being rather purist here, admittedly, but when you are reflecting on what parts of the game text really drive that agenda, and what parts could drive it but don't explain themselves adequately, and what other parts have very little to do with it altogether: now those are really significant questions for design. [/QUOTE]
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