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A neotrad TTRPG design manifesto
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<blockquote data-quote="tetrasodium" data-source="post: 9247073" data-attributes="member: 93670"><p>I'll try to break a few bits down for clarity in an effort to avoid miscommunication</p><p></p><p>That bold bit is using wording that may be accurate to the letter but it's also kinda misleading by replacing the specific bindings with vague & nonspecific "rules". There are all kinds of reasons why the GM might need to ignore or make new rules to ensure smooth gameplay. One example from my 4e years running narrative games like fate at a FLGS might be the frequent need to flatly & openly refuse to spend points from the GM pool of them or tell a player that they don't need to spend one for <em>that</em> compel. Both of those examples are massive violations of the rules and perhaps even the spirit of the game itself, but the instances almost always had a specific commonality that justified it. That commonality is a couple tropes so common to d&d players that I can save time by relying on Brennan Lee Mulligan to spin their tale</p><p>[spoiler="in this 1min video"]</p><p>[MEDIA=youtube]ei_1fgIDcgw[/MEDIA]</p><p>[/spoiler]</p><p>Those two characters fit reasonably ok into a d&d group without much disruption because of how d&d is structured differently from fate. In fate they are violently in conflict with the proactive & dramatic notes that fate itself repeatedly talks in depth about. The conflict is so great that not blatantly ignoring the rules while constantly steering the game back into gear would consume every other aspect of play. /neotrad is incredibly up front about binding the GM to the PCs bleem described</p><p></p><p>Have you not been reading the back & forth over the last few pages? You can see a clear example of pointing to just such a case in <a href="https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9246431" target="_blank">557</a> or go back to the gasps of disdain when I mentioned fate's gm & player initiated compels binding players as an example of a player responsibility in narrative games like fate many pages ago. Put them together and you have a reluctant admission of the very halfhearted shift in 551 to vaguely gesture at some player responsibilities under the social contract rather than neotrad itself owning the need for beefier rules there. Even when those gestures in 551are pointed at as an example of the kinds of player responsibilities that neotrad needs to be clear & up front about there's no real willingness to admit them being responsibilities. The fact that you yourself would ask question2 rather than just look at and outright say "neotrad expects players to be responsible like A B C" could be another example of that reluctance in the way the question continues to raise the bar for a GM faced by a player trying to use neotrad as a shield</p><p></p><p>Not sure if there's anything I can say to that not said above. These aren't problems that neotrad supporters need to have "sympathy" for, they are things that neotrad supporters need to be up front about openly admitting just as quickly as the shadowrun community is to supply advice like "you should have a bunch of d6s because just one d6 is going to be slow".</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9247073, member: 93670"] I'll try to break a few bits down for clarity in an effort to avoid miscommunication That bold bit is using wording that may be accurate to the letter but it's also kinda misleading by replacing the specific bindings with vague & nonspecific "rules". There are all kinds of reasons why the GM might need to ignore or make new rules to ensure smooth gameplay. One example from my 4e years running narrative games like fate at a FLGS might be the frequent need to flatly & openly refuse to spend points from the GM pool of them or tell a player that they don't need to spend one for [I]that[/I] compel. Both of those examples are massive violations of the rules and perhaps even the spirit of the game itself, but the instances almost always had a specific commonality that justified it. That commonality is a couple tropes so common to d&d players that I can save time by relying on Brennan Lee Mulligan to spin their tale [spoiler="in this 1min video"] [MEDIA=youtube]ei_1fgIDcgw[/MEDIA] [/spoiler] Those two characters fit reasonably ok into a d&d group without much disruption because of how d&d is structured differently from fate. In fate they are violently in conflict with the proactive & dramatic notes that fate itself repeatedly talks in depth about. The conflict is so great that not blatantly ignoring the rules while constantly steering the game back into gear would consume every other aspect of play. /neotrad is incredibly up front about binding the GM to the PCs bleem described Have you not been reading the back & forth over the last few pages? You can see a clear example of pointing to just such a case in [URL='https://www.enworld.org/threads/a-neotrad-ttrpg-design-manifesto.701957/post-9246431']557[/URL] or go back to the gasps of disdain when I mentioned fate's gm & player initiated compels binding players as an example of a player responsibility in narrative games like fate many pages ago. Put them together and you have a reluctant admission of the very halfhearted shift in 551 to vaguely gesture at some player responsibilities under the social contract rather than neotrad itself owning the need for beefier rules there. Even when those gestures in 551are pointed at as an example of the kinds of player responsibilities that neotrad needs to be clear & up front about there's no real willingness to admit them being responsibilities. The fact that you yourself would ask question2 rather than just look at and outright say "neotrad expects players to be responsible like A B C" could be another example of that reluctance in the way the question continues to raise the bar for a GM faced by a player trying to use neotrad as a shield Not sure if there's anything I can say to that not said above. These aren't problems that neotrad supporters need to have "sympathy" for, they are things that neotrad supporters need to be up front about openly admitting just as quickly as the shadowrun community is to supply advice like "you should have a bunch of d6s because just one d6 is going to be slow". [/QUOTE]
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