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A neotrad TTRPG design manifesto
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<blockquote data-quote="clearstream" data-source="post: 9246016" data-attributes="member: 71699"><p>A quick thought on this (I'll read it and [USER=6696971]@Manbearcat[/USER]'s again later) coming out of earlier conversation over DitV active disclosure. The "rule" for actively disclosing is - if it's not your focus of <em>play</em>, actively disclose it. Notionally we can then have</p><p></p><p style="margin-left: 20px">That which someone decides - influences and interfaces with play, but not settled by play (Duskvol setting fiction)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That which we actively disclose - influences play and interfaces with play, but may not be settled by play (DitV town inhabitants)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That which we shroud in mystery, with some process for disclosure - influences and interfaces with play, but may not be <em>settled </em>by play (the BBEG's plot in an AP)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That which is settled by play - neither actively disclosed, nor shrouded in mystery, nor simply decided by one person</p> <p style="margin-left: 20px"></p><p>Where I'm going with this is that when your focus for play is something <em>other </em>than protagonists-resolve-premises, the above still applies. If it is ludically-crux (among your prelusory-goals), it ought to be settled in play. The implication drawn attention to is that it's fine if the BBEG is scripted, so long as that <em>isn't</em> what you're playing for. To avoid accusations of "smearing out" - no, this doesn't make RPGs undifferentiable. For one thing, they can each make different things the focus of play, and they can each decide that different things <em>aren't</em> the focus of play. And treat those things in different ways.</p><p></p><p>In order to play RPG <em>as game</em>, one ought to subject one's focus of play <em>to play</em>. Anything else is unideal (and arguably, not playing a game.) I've said this a few different ways up thread.</p><p></p><p style="margin-left: 20px">GM: BBEG is thus and so and you are their resolute enemy. Not play: not the focus of play.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">P1: Speech acts following gamestate, principles and rules. P2: responds in kind. GM: responds in kind. Stuff resolves. Play: which ought to address their focus of play.</p><p></p><p>I use the word "ought" above to imply a normative principle or ideal. So I am saying, broadly, that importing mechanics that were designed to ensure that the focus of play is subject to play, ought to be imported for the sake of centering on play. And there's a few design moves that buttress that.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9246016, member: 71699"] A quick thought on this (I'll read it and [USER=6696971]@Manbearcat[/USER]'s again later) coming out of earlier conversation over DitV active disclosure. The "rule" for actively disclosing is - if it's not your focus of [I]play[/I], actively disclose it. Notionally we can then have [INDENT]That which someone decides - influences and interfaces with play, but not settled by play (Duskvol setting fiction) That which we actively disclose - influences play and interfaces with play, but may not be settled by play (DitV town inhabitants)[/INDENT] [INDENT][/INDENT] [INDENT]That which we shroud in mystery, with some process for disclosure - influences and interfaces with play, but may not be [I]settled [/I]by play (the BBEG's plot in an AP)[/INDENT] [INDENT][/INDENT] [INDENT]That which is settled by play - neither actively disclosed, nor shrouded in mystery, nor simply decided by one person[/INDENT] [INDENT][/INDENT] Where I'm going with this is that when your focus for play is something [I]other [/I]than protagonists-resolve-premises, the above still applies. If it is ludically-crux (among your prelusory-goals), it ought to be settled in play. The implication drawn attention to is that it's fine if the BBEG is scripted, so long as that [I]isn't[/I] what you're playing for. To avoid accusations of "smearing out" - no, this doesn't make RPGs undifferentiable. For one thing, they can each make different things the focus of play, and they can each decide that different things [I]aren't[/I] the focus of play. And treat those things in different ways. In order to play RPG [I]as game[/I], one ought to subject one's focus of play [I]to play[/I]. Anything else is unideal (and arguably, not playing a game.) I've said this a few different ways up thread. [INDENT]GM: BBEG is thus and so and you are their resolute enemy. Not play: not the focus of play.[/INDENT] [INDENT][/INDENT] [INDENT]P1: Speech acts following gamestate, principles and rules. P2: responds in kind. GM: responds in kind. Stuff resolves. Play: which ought to address their focus of play.[/INDENT] I use the word "ought" above to imply a normative principle or ideal. So I am saying, broadly, that importing mechanics that were designed to ensure that the focus of play is subject to play, ought to be imported for the sake of centering on play. And there's a few design moves that buttress that. [/QUOTE]
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