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A neotrad TTRPG design manifesto
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<blockquote data-quote="hawkeyefan" data-source="post: 9246108" data-attributes="member: 6785785"><p>Yes. I would say that we do need games that are clearly describing how they’re meant to be played and run. You describe a shortage of such games here. So why would you not want them?</p><p></p><p></p><p></p><p>So the difference between Monsterhearts and 5e has nothing to do with Monsterhearts or 5e? </p><p></p><p></p><p></p><p></p><p>So the game you’re designing, it’ll work the same as all other games, eh? </p><p></p><p></p><p></p><p>Then why are you encouraging folks to stop spending so much effort on the topic? </p><p></p><p></p><p></p><p>No, you’re inferring that despite me explicitly saying otherwise. It is only a problem in the sense that two or more people have differing expectations. No one is to blame. </p><p></p><p></p><p></p><p></p><p>No, not specifically for that. But I would say that if a game is clear about its intent, then there is less chance for such mismatched expectations. </p><p></p><p></p><p></p><p>Except the people who write the adventure. They have to do a good bit of writing. </p><p></p><p></p><p></p><p>Your anecdotal evidence clashes with plenty of other anecdotal evidence… I can’t give it any weight.</p><p></p><p></p><p></p><p>I don’t know who’s “otherizing” here. I personally like these categories as they help me know what I should be doing with a given game. That they’re not perfect doesn’t mean they’re not useful. They do similar work to session zero, so I don’t think you’re even against the idea.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9246108, member: 6785785"] Yes. I would say that we do need games that are clearly describing how they’re meant to be played and run. You describe a shortage of such games here. So why would you not want them? So the difference between Monsterhearts and 5e has nothing to do with Monsterhearts or 5e? So the game you’re designing, it’ll work the same as all other games, eh? Then why are you encouraging folks to stop spending so much effort on the topic? No, you’re inferring that despite me explicitly saying otherwise. It is only a problem in the sense that two or more people have differing expectations. No one is to blame. No, not specifically for that. But I would say that if a game is clear about its intent, then there is less chance for such mismatched expectations. Except the people who write the adventure. They have to do a good bit of writing. Your anecdotal evidence clashes with plenty of other anecdotal evidence… I can’t give it any weight. I don’t know who’s “otherizing” here. I personally like these categories as they help me know what I should be doing with a given game. That they’re not perfect doesn’t mean they’re not useful. They do similar work to session zero, so I don’t think you’re even against the idea. [/QUOTE]
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