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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9245346" data-attributes="member: 71699"><p>Follow the game principles. Follow the game rules. Say what follows from the fiction.</p><p></p><p></p><p>To spell it out a bit more then, pursuant to their commitment to following the principles and rules of the game, should those principles and rules describe responsibilities, they shall grasp and uphold those responsibilities. Here are three examples from Blades in the Dark, one of the games that made mechanical innovations of the sort referred to.</p><p></p><p style="margin-left: 20px">You’re a daring scoundrel on the mean streets of a haunted city. You’re not a risk-averse, ordinary citizen. If you were, you’d indenture yourself to a workhouse and scrape out a meager living inside the status quo. You are daring, bold, ambitious, and ready to take big chances to live a bigger life.</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">As a player, you have the privilege of choosing which action to roll. But with this privilege comes a responsibility—choose the action that matches what your character is doing—not simply the dice pool you would like to roll.</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">You are a co-author of the game. If you want shortcomings and flaws to be part of the ongoing story, show your own character’s failure to make good decisions. If you want the world of Doskvol to be deadly, accept deadly harm when it’s time for your character to die.</p><p></p><p>How to Play (for players) runs 21 pages in the edition I have. And that's not to say that you (the player) get to ignore the other hundreds of pages! Follow the game principles. Follow the game rules. Say what follows from the fiction. What that amounts to varies per game.</p><p></p><p>To put it another way, when I say</p><p></p><p>I am appealing to a strong norm that players do follow rules. This does not let players off the hook. It's not - "Hey GM, follow rules so that players won't have to" it's "Hey GM, follow rules <em>as a player would</em>."</p></blockquote><p></p>
[QUOTE="clearstream, post: 9245346, member: 71699"] Follow the game principles. Follow the game rules. Say what follows from the fiction. To spell it out a bit more then, pursuant to their commitment to following the principles and rules of the game, should those principles and rules describe responsibilities, they shall grasp and uphold those responsibilities. Here are three examples from Blades in the Dark, one of the games that made mechanical innovations of the sort referred to. [INDENT]You’re a daring scoundrel on the mean streets of a haunted city. You’re not a risk-averse, ordinary citizen. If you were, you’d indenture yourself to a workhouse and scrape out a meager living inside the status quo. You are daring, bold, ambitious, and ready to take big chances to live a bigger life.[/INDENT] [INDENT]...[/INDENT] [INDENT]As a player, you have the privilege of choosing which action to roll. But with this privilege comes a responsibility—choose the action that matches what your character is doing—not simply the dice pool you would like to roll.[/INDENT] [INDENT]...[/INDENT] [INDENT]You are a co-author of the game. If you want shortcomings and flaws to be part of the ongoing story, show your own character’s failure to make good decisions. If you want the world of Doskvol to be deadly, accept deadly harm when it’s time for your character to die.[/INDENT] How to Play (for players) runs 21 pages in the edition I have. And that's not to say that you (the player) get to ignore the other hundreds of pages! Follow the game principles. Follow the game rules. Say what follows from the fiction. What that amounts to varies per game. To put it another way, when I say I am appealing to a strong norm that players do follow rules. This does not let players off the hook. It's not - "Hey GM, follow rules so that players won't have to" it's "Hey GM, follow rules [I]as a player would[/I]." [/QUOTE]
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