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A neotrad TTRPG design manifesto
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<blockquote data-quote="Composer99" data-source="post: 9246726" data-attributes="member: 7030042"><p>So, [USER=71699]@clearstream[/USER], if I'm reading <a href="https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9246670" target="_blank">post 588</a> correctly, as an example of what you mean for what is ludically crux ("the important thing that is to be settled by gameplay" if that's a fair paraphrase?), in the <em>Tyranny of Dragons</em> adventure path, what has to be settled by gameplay is the answer to this question:</p><p></p><p></p><p></p><p>Everything that happens in the AP is, in a sense, a lead-up to that question.</p><p></p><p>At first glance, it <em>seems</em> as if the AP is also asking the following question that must also be answered through gameplay:</p><p></p><p></p><p></p><p>However, upon reflection, I would say that this question isn't really "settled through play", insofar as it's not clear to me that the AP actually cares about how it's answered! (I recently wrapped up running this AP, so it's fresh in mind.) It feels more like set dressing that is meant to give the player characters something to do in order to gain enough levels to be able to answer the first question.</p><p></p><p>Apropos of</p><p></p><p></p><p>It strikes me that <em>Tyranny of Dragons</em>, as written, does not submit very much of what matters to gameplay, and so as a piece of content for a particular game (5th edition Dungeons & Dragons) would not be neotrad in design or ambition. I am sure that comes as no surprise, since the mechanics of 5e are emphatically not neotrad.</p><p></p><p>Apropos of</p><p></p><p></p><p>I don't see 5e D&D as doing anything do promote the lusory duality of players or shift the GM role in any respect to something more closely resembling the other players.</p><p></p><p>Am I understanding what you're getting at?</p><p></p><p>[HR][/HR]</p><p>(I will here have to admit to some ignorance as to whether "lusory-duality" has been defined upthread; it's not actually clear to me what is meant by that, but I assume it's been defined somewhere and I just missed it.)</p></blockquote><p></p>
[QUOTE="Composer99, post: 9246726, member: 7030042"] So, [USER=71699]@clearstream[/USER], if I'm reading [URL='https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9246670']post 588[/URL] correctly, as an example of what you mean for what is ludically crux ("the important thing that is to be settled by gameplay" if that's a fair paraphrase?), in the [I]Tyranny of Dragons[/I] adventure path, what has to be settled by gameplay is the answer to this question: Everything that happens in the AP is, in a sense, a lead-up to that question. At first glance, it [I]seems[/I] as if the AP is also asking the following question that must also be answered through gameplay: However, upon reflection, I would say that this question isn't really "settled through play", insofar as it's not clear to me that the AP actually cares about how it's answered! (I recently wrapped up running this AP, so it's fresh in mind.) It feels more like set dressing that is meant to give the player characters something to do in order to gain enough levels to be able to answer the first question. Apropos of It strikes me that [I]Tyranny of Dragons[/I], as written, does not submit very much of what matters to gameplay, and so as a piece of content for a particular game (5th edition Dungeons & Dragons) would not be neotrad in design or ambition. I am sure that comes as no surprise, since the mechanics of 5e are emphatically not neotrad. Apropos of I don't see 5e D&D as doing anything do promote the lusory duality of players or shift the GM role in any respect to something more closely resembling the other players. Am I understanding what you're getting at? [HR][/HR] (I will here have to admit to some ignorance as to whether "lusory-duality" has been defined upthread; it's not actually clear to me what is meant by that, but I assume it's been defined somewhere and I just missed it.) [/QUOTE]
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