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A neotrad TTRPG design manifesto
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<blockquote data-quote="Composer99" data-source="post: 9246793" data-attributes="member: 7030042"><p>Okay, so then if I have this right:</p><p></p><p>In a trad game, there is little lusory duality. If what is being authored is the goings-on in the in-game fiction, then a trad GM does a lot of authoring and very little experiencing (in the capacity of "being audience of other players' authoring"); the reverse is true for the other players.</p><p></p><p style="margin-left: 20px">(Parenthetically, it seems to me that on this basis, a lot of the arguments about things such as "railroading" or "illusionism", etc. etc. in discussions of trad play amount to disagreement over how much each "player role" is meant to author, how much it's meant to experience, and how obvious GM authoring ought to be to the other players, and the like.)</p><p></p><p>A neotrad game aims for greater lusory duality - or, at least per your manifesto it <em>ought</em> to aim for greater lusory duality. That is to say, if what is being authored is the goings-on in the in-game fiction, the responsibility for such authoring is more evenly distributed among the player roles. Likewise, the responsibility (as such) of experiencing the in-game fiction (in the capacity of "being audience") is also more evenly distributed.</p><p></p><p style="margin-left: 20px">(Parenthetically, it strikes me that other "schools of design", as it were, might have similar distributions of lusory duality, but with different gameplay experiences in mind. For instance, "old-school"/classical play has a distribution of authorship/audience-ship that is similar if not identical to trad play, but has very different gameplay ends in mind. I'm not familiar enough with storygames/Narrativist games to say anything sensible about their distribution of authorship/audience-ship, save to say that it strikes me as more evenly distributed, but also with very different gameplay ends in mind when compared to neotrad games.)</p><p></p><p>Per your manifesto, a neotrad game ought to "Shift GM to or toward a role taken on by a player". It seems to me that part of that imperative is in service of the first point of the manifesto ("Promote the lusory-duality of players").</p><p></p><p>In other words, neotrad games aim, or ought to aim, to change the function of the GM role, relative to trad games, in order to "promote the lusory-duality of players" - that is, more evenly distribute the responsibility for authorship among the players.</p><p></p><p>Again, am I understanding you correctly?</p></blockquote><p></p>
[QUOTE="Composer99, post: 9246793, member: 7030042"] Okay, so then if I have this right: In a trad game, there is little lusory duality. If what is being authored is the goings-on in the in-game fiction, then a trad GM does a lot of authoring and very little experiencing (in the capacity of "being audience of other players' authoring"); the reverse is true for the other players. [INDENT](Parenthetically, it seems to me that on this basis, a lot of the arguments about things such as "railroading" or "illusionism", etc. etc. in discussions of trad play amount to disagreement over how much each "player role" is meant to author, how much it's meant to experience, and how obvious GM authoring ought to be to the other players, and the like.)[/INDENT] A neotrad game aims for greater lusory duality - or, at least per your manifesto it [I]ought[/I] to aim for greater lusory duality. That is to say, if what is being authored is the goings-on in the in-game fiction, the responsibility for such authoring is more evenly distributed among the player roles. Likewise, the responsibility (as such) of experiencing the in-game fiction (in the capacity of "being audience") is also more evenly distributed. [INDENT](Parenthetically, it strikes me that other "schools of design", as it were, might have similar distributions of lusory duality, but with different gameplay experiences in mind. For instance, "old-school"/classical play has a distribution of authorship/audience-ship that is similar if not identical to trad play, but has very different gameplay ends in mind. I'm not familiar enough with storygames/Narrativist games to say anything sensible about their distribution of authorship/audience-ship, save to say that it strikes me as more evenly distributed, but also with very different gameplay ends in mind when compared to neotrad games.)[/INDENT] Per your manifesto, a neotrad game ought to "Shift GM to or toward a role taken on by a player". It seems to me that part of that imperative is in service of the first point of the manifesto ("Promote the lusory-duality of players"). In other words, neotrad games aim, or ought to aim, to change the function of the GM role, relative to trad games, in order to "promote the lusory-duality of players" - that is, more evenly distribute the responsibility for authorship among the players. Again, am I understanding you correctly? [/QUOTE]
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