Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 9244331" data-attributes="member: 70468"><p>While video games don’t allow the creation of mechanics on the fly, that doesn’t mean that the resulting dynamics are narrow. Consider <em>Final Fantasy XIV</em>’s nightclub culture. The game’s programming does not have mechanics for setting up clubs per se, but it does support certain dynamics (such as being able to chat with other players, to perform emotes they can see, to buy a house in a public space and customize it) that allow for people to do that anyway. They seem to be popular too if all the spam in city chat is any indication. See also: speedrunners and all the ways they break games, game randomizers, modding culture, etc.</p><p></p><p></p><p>I had FKR in mind when I wrote that. You’re talking about a particular dynamic those games were designed to support.</p><p></p><p></p><p>This gets back to what I have been talking about regarding good faith¹ play. I consider it out of scope to accommodate every possible usage. You can make a game resilient to accidental misplay (as Baker has <a href="http://www.lumpley.com/index.php/anyway/thread/456" target="_blank">discussed</a>, thanks to [USER=42582]@pemerton[/USER] for the link), but a game is going to be designed to create certain dynamics and to provide certain experiences. If people want to do something else regardless, there’s absolutely nothing you can do about it, and that’s true for any game (though it’s obviously easier with non-digital ones). The way I’d like to address that issue is to include commentary on my design, so if people want to do something else, they can do so with an understanding of how the game was designed to work. If they aren’t even interested in that, then welp. <img class="smilie smilie--emoji" alt="🤷🏻♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-1f3fb-2642.png" title="Man shrugging: light skin tone :man_shrugging_tone1:" data-shortname=":man_shrugging_tone1:" loading="lazy" width="64" height="64" /></p><p></p><p>Otherwise, if we take it as fundamental to tabletop RPGs that play will work this way, then it privileges that kind of play over other types of play, which has negative implications for games that aren’t designed with it in mind. It suggests that there is something wrong with them, or that maybe they’re not even really RPGs. It also calls into question the possibility of your neotrad manifesto. How can one, “Shift GM to or toward a role taken on by a player,” if the design must also support play that doesn’t do that (since the design cannot lock them into running everything according to it)? It would require any neotrad design to be self-defeating or suffer those negative implications. Given that plus the way it interacts with using a design framework, the only reasonable solution is to treat it as out of scope, not to worry about it (even if haters gonna hate), and to be clear about what one’s game is trying to do.</p><p></p><p>[HR][/HR]</p><p>[1]: Or whatever one wants to call it. I’m using this term because I used it before, but I’m not set on it. I don’t like the negative implication it has about other play, which isn’t bad per se — just out of scope. <em>(Added in an update.)</em></p></blockquote><p></p>
[QUOTE="kenada, post: 9244331, member: 70468"] While video games don’t allow the creation of mechanics on the fly, that doesn’t mean that the resulting dynamics are narrow. Consider [I]Final Fantasy XIV[/I]’s nightclub culture. The game’s programming does not have mechanics for setting up clubs per se, but it does support certain dynamics (such as being able to chat with other players, to perform emotes they can see, to buy a house in a public space and customize it) that allow for people to do that anyway. They seem to be popular too if all the spam in city chat is any indication. See also: speedrunners and all the ways they break games, game randomizers, modding culture, etc. I had FKR in mind when I wrote that. You’re talking about a particular dynamic those games were designed to support. This gets back to what I have been talking about regarding good faith¹ play. I consider it out of scope to accommodate every possible usage. You can make a game resilient to accidental misplay (as Baker has [URL='http://www.lumpley.com/index.php/anyway/thread/456']discussed[/URL], thanks to [USER=42582]@pemerton[/USER] for the link), but a game is going to be designed to create certain dynamics and to provide certain experiences. If people want to do something else regardless, there’s absolutely nothing you can do about it, and that’s true for any game (though it’s obviously easier with non-digital ones). The way I’d like to address that issue is to include commentary on my design, so if people want to do something else, they can do so with an understanding of how the game was designed to work. If they aren’t even interested in that, then welp. 🤷🏻♂️ Otherwise, if we take it as fundamental to tabletop RPGs that play will work this way, then it privileges that kind of play over other types of play, which has negative implications for games that aren’t designed with it in mind. It suggests that there is something wrong with them, or that maybe they’re not even really RPGs. It also calls into question the possibility of your neotrad manifesto. How can one, “Shift GM to or toward a role taken on by a player,” if the design must also support play that doesn’t do that (since the design cannot lock them into running everything according to it)? It would require any neotrad design to be self-defeating or suffer those negative implications. Given that plus the way it interacts with using a design framework, the only reasonable solution is to treat it as out of scope, not to worry about it (even if haters gonna hate), and to be clear about what one’s game is trying to do. [HR][/HR] [1]: Or whatever one wants to call it. I’m using this term because I used it before, but I’m not set on it. I don’t like the negative implication it has about other play, which isn’t bad per se — just out of scope. [I](Added in an update.)[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A neotrad TTRPG design manifesto
Top