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A neotrad TTRPG design manifesto
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<blockquote data-quote="Manbearcat" data-source="post: 9245944" data-attributes="member: 6696971"><p>This whole "all of this stuff is doing basically the same thing" needs to stop because its not even in the vicinity of true. Its not true across game archetypes and its not even true intra-archetype!</p><p></p><p>And this whole "all games generate story" is missing the point. Its not about "if," its about (a) "how," and, more importantly, (b) "the moment-to-moment experience of <em>that how</em> for each participant."</p><p></p><p>In the last three years, I've played Blades in the Dark, Stonetop, Lazers & Feelings, Dogs in the Vineyard, Thousand Arrows, Mouse Guard, and The Between with you [USER=6785785]@hawkeyefan[/USER] . The experience of each of these games (and not just the thematics and the premise) are extremely different. If you were asked to write a review that spoke to "the moment-to-moment experience of <em>that how</em> for each participant," the reviews of each game would diverge significantly right? You'd talk about the differences in currencies, structure/play loops, reward and advancement cycles, various forms of attrition and recovery, relationship mechanics (PC to PC and PC to NPC), player & GM handles, incentive structures, and how much Gamism is present in each game (if any). It would look very different for each game. And we're still (roughly) within archetype of game!</p><p></p><p>[USER=82106]@AbdulAlhazred[/USER] , if I asked you to do the same thing to evaluate our games of Torchbearer, Blades in the Dark, Agon, and Stonetop, you would, again, have a deeply different assessment of each of those (intra-archetype) games!</p><p></p><p>I mean Stonetop is derivative of Dungeon World and those two games are deeply different in experience on both player and GM-side because of something as simple as <em>how each of them handle Inventory/Gear/Loadout</em>! Its a significantly divergent experience both GM and player side simply because of Inventory!</p><p></p><p>Why does this keep happening on ENWorld over the years and across the threads? What is the impetus for this "story generation is story generation is story generation" and "all this stuff is basically the same so stop talking about it" initiative?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9245944, member: 6696971"] This whole "all of this stuff is doing basically the same thing" needs to stop because its not even in the vicinity of true. Its not true across game archetypes and its not even true intra-archetype! And this whole "all games generate story" is missing the point. Its not about "if," its about (a) "how," and, more importantly, (b) "the moment-to-moment experience of [I]that how[/I] for each participant." In the last three years, I've played Blades in the Dark, Stonetop, Lazers & Feelings, Dogs in the Vineyard, Thousand Arrows, Mouse Guard, and The Between with you [USER=6785785]@hawkeyefan[/USER] . The experience of each of these games (and not just the thematics and the premise) are extremely different. If you were asked to write a review that spoke to "the moment-to-moment experience of [I]that how[/I] for each participant," the reviews of each game would diverge significantly right? You'd talk about the differences in currencies, structure/play loops, reward and advancement cycles, various forms of attrition and recovery, relationship mechanics (PC to PC and PC to NPC), player & GM handles, incentive structures, and how much Gamism is present in each game (if any). It would look very different for each game. And we're still (roughly) within archetype of game! [USER=82106]@AbdulAlhazred[/USER] , if I asked you to do the same thing to evaluate our games of Torchbearer, Blades in the Dark, Agon, and Stonetop, you would, again, have a deeply different assessment of each of those (intra-archetype) games! I mean Stonetop is derivative of Dungeon World and those two games are deeply different in experience on both player and GM-side because of something as simple as [I]how each of them handle Inventory/Gear/Loadout[/I]! Its a significantly divergent experience both GM and player side simply because of Inventory! Why does this keep happening on ENWorld over the years and across the threads? What is the impetus for this "story generation is story generation is story generation" and "all this stuff is basically the same so stop talking about it" initiative? [/QUOTE]
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