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A neotrad TTRPG design manifesto
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<blockquote data-quote="tetrasodium" data-source="post: 9246779" data-attributes="member: 93670"><p>[URL unfurl="true"]https://fate-srd.com/fate-core/phase-trio[/URL]</p><p></p><p>I've seen similar but different things on occasion in other narrative systems.most ttrpgs are not made with the goal of furthering narrative gameplay though. You could import that type of thing to most any game... But doing that comes with a big catch where you are as likely to wind up with an immediate descent into paranoia chargen vibes or the chaos of fiasco doing it absent the parts of fate that make it work. Even with those fate system elements a player who has mostly or only played trad games like D&D will often approach it akin to old school abusive wish wording in one hand with ruleslawyering in the other to avoid any chance of consequence.</p><p></p><p>I was very confused originally till I saw the first edit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. I've played/run lots of fate stuff and a bit of pbta among other narrative/story/etc games. <em>All</em> of those tend to be extremely clear about their collaborative nature both with guidance and supporting mechanics to <em>both</em> sides of the gm screen. You even demonstrate that in the eventual completion where you note that the system in the mentioned story game having a lot of say over both sides of the GM screen. After demonstrating that you go on to talk about how neotrad means that the system would need much less say.</p><p></p><p></p><p> In contrast to the up front "<em>this is how it is</em>" clarity on interactions & responsibilities & expectations neotrad and its discourse trends towards a focus on applying power only one side of the gm screen with responsibility falling exclusively on the other. When the obvious problems almost certain to bloom from that disconnect neotrad leaps into questioning mindset of the speaker or talk of bad players as the <em>primary</em> solution until eventually reluctantly gesturing at some vague barely defined broad social contract. That weird one sided focus plays out very much like what you tend to get when a player who only knows d&d starts playing those other games and wants the power over narrative they offer plus the freedom from it that d&d allows. It's hard not to be skeptical of neotrad's goal when it focuses so exclusively on splitting power and authority in different directions. Doing that while relying so heavily on the sort of silent must not be said unstated player responsibilities to the game and fellow players/gm like we keep seeing in this thread it practically begs for neotrad to be (mis)applied as a shield.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9246779, member: 93670"] [URL unfurl="true"]https://fate-srd.com/fate-core/phase-trio[/URL] I've seen similar but different things on occasion in other narrative systems.most ttrpgs are not made with the goal of furthering narrative gameplay though. You could import that type of thing to most any game... But doing that comes with a big catch where you are as likely to wind up with an immediate descent into paranoia chargen vibes or the chaos of fiasco doing it absent the parts of fate that make it work. Even with those fate system elements a player who has mostly or only played trad games like D&D will often approach it akin to old school abusive wish wording in one hand with ruleslawyering in the other to avoid any chance of consequence. I was very confused originally till I saw the first edit :). I've played/run lots of fate stuff and a bit of pbta among other narrative/story/etc games. [I]All[/I] of those tend to be extremely clear about their collaborative nature both with guidance and supporting mechanics to [I]both[/I] sides of the gm screen. You even demonstrate that in the eventual completion where you note that the system in the mentioned story game having a lot of say over both sides of the GM screen. After demonstrating that you go on to talk about how neotrad means that the system would need much less say. In contrast to the up front "[I]this is how it is[/I]" clarity on interactions & responsibilities & expectations neotrad and its discourse trends towards a focus on applying power only one side of the gm screen with responsibility falling exclusively on the other. When the obvious problems almost certain to bloom from that disconnect neotrad leaps into questioning mindset of the speaker or talk of bad players as the [I]primary[/I] solution until eventually reluctantly gesturing at some vague barely defined broad social contract. That weird one sided focus plays out very much like what you tend to get when a player who only knows d&d starts playing those other games and wants the power over narrative they offer plus the freedom from it that d&d allows. It's hard not to be skeptical of neotrad's goal when it focuses so exclusively on splitting power and authority in different directions. Doing that while relying so heavily on the sort of silent must not be said unstated player responsibilities to the game and fellow players/gm like we keep seeing in this thread it practically begs for neotrad to be (mis)applied as a shield. [/QUOTE]
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