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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9244559" data-attributes="member: 71699"><p>That is a great observation!</p><p></p><p></p><p>I agree with you that it would be "out of scope to accomodate every possible usage." I'm not arguing in favour of that. What I am arguing is that the normal and expected usage of a TTRPG requires intangible mechanics - moves made in imagination. The designer <em>cannot </em>directly design those mechanics (not in the way they can directly design videogame mechanics and mechanics that are interpreted and enacted parsimoniously.)</p><p></p><p>What the designer must do instead, is design principles and rules that compel and constrain what players are likely to imagine. They seed that imagining with prepared narrative (character playbooks, equipment lists, creature descriptions, places, peoples, and so forth, both in text and illustration.) The power of such seeds is well demonstrated in games such as Ironsworn.</p><p></p><p></p><p>So I am agreeing with others that</p><p></p><p>(Emphasis in <a href="https://www.enworld.org/threads/rpging-and-imagination-a-fundamental-point.701162/" target="_blank">original</a>.) All I add is to say that this matters to design, and is omitted from MDA; no doubt due to the framework's focus on videogames.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9244559, member: 71699"] That is a great observation! I agree with you that it would be "out of scope to accomodate every possible usage." I'm not arguing in favour of that. What I am arguing is that the normal and expected usage of a TTRPG requires intangible mechanics - moves made in imagination. The designer [I]cannot [/I]directly design those mechanics (not in the way they can directly design videogame mechanics and mechanics that are interpreted and enacted parsimoniously.) What the designer must do instead, is design principles and rules that compel and constrain what players are likely to imagine. They seed that imagining with prepared narrative (character playbooks, equipment lists, creature descriptions, places, peoples, and so forth, both in text and illustration.) The power of such seeds is well demonstrated in games such as Ironsworn. So I am agreeing with others that (Emphasis in [URL='https://www.enworld.org/threads/rpging-and-imagination-a-fundamental-point.701162/']original[/URL].) All I add is to say that this matters to design, and is omitted from MDA; no doubt due to the framework's focus on videogames. [/QUOTE]
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