Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A "theory" thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8935447" data-attributes="member: 82106"><p>I think its just plain a very obvious concept. MANY games reflect elements of reality, albeit usually with low fidelity. Monopoly has banks, money, property, improvements, etc. You model the things and interactions of the real world in a fairly one-to-one way, and you get traditional RPGs, basically. Once people have latched onto that concept, its not necessarily easy to move on to other ways of thinking about it. </p><p></p><p>I mean, I was very aware of the limitations of existing RPGs, even back as early as 1980. I can remember we would sometimes talk about it and you could find plenty of discussion, some even in places like Dragon Magazine. Certainly we all understood that, conceptually it wasn't possible to do simulation of the real world in a convincing way. Yet, the sorts of approaches, which can avoid these problems, didn't REALLY occur to us at all! Fundamentally the "model things and interactions of the real world one-for-one" conceptual framework was so omnipresent in gaming of that era that even when things like 'plot coupons' or resources that were awarded based on goals or in accordance with conforming to genre or whatever were developed, nobody ever thought to rebuild the WHOLE PROCESS OF PLAY around that.</p><p></p><p>I can remember wanting EXACTLY WHAT PbtA or other similar games can deliver, but with absolutely no idea how to get there whatsoever. We tried all sorts of things, 'better' simulation, super detailed settings with special embedded rules to make things happen in a 'natural way', etc. etc. etc. and yet we never ever once thought of basing the fundamental 'unit of action' of play, the move, on the character's/players intent, or making a check mechanism reflect a choice of possible variations of plot instead of reflecting something inside the fiction (IE whether you hit someone or not).</p><p></p><p>I cannot entirely answer the WHY, but I have 25 years of having learned the hard way how tough it is to move beyond that paradigm. Now, maybe if I'd been lucky and had been tapped into the right part of the RPG community in the early-to-mid '90s I might have gotten in on the solution then. Instead it was maybe more like 2009 after I was doing a lot of reading posts about playing 4e that it really clicked.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8935447, member: 82106"] I think its just plain a very obvious concept. MANY games reflect elements of reality, albeit usually with low fidelity. Monopoly has banks, money, property, improvements, etc. You model the things and interactions of the real world in a fairly one-to-one way, and you get traditional RPGs, basically. Once people have latched onto that concept, its not necessarily easy to move on to other ways of thinking about it. I mean, I was very aware of the limitations of existing RPGs, even back as early as 1980. I can remember we would sometimes talk about it and you could find plenty of discussion, some even in places like Dragon Magazine. Certainly we all understood that, conceptually it wasn't possible to do simulation of the real world in a convincing way. Yet, the sorts of approaches, which can avoid these problems, didn't REALLY occur to us at all! Fundamentally the "model things and interactions of the real world one-for-one" conceptual framework was so omnipresent in gaming of that era that even when things like 'plot coupons' or resources that were awarded based on goals or in accordance with conforming to genre or whatever were developed, nobody ever thought to rebuild the WHOLE PROCESS OF PLAY around that. I can remember wanting EXACTLY WHAT PbtA or other similar games can deliver, but with absolutely no idea how to get there whatsoever. We tried all sorts of things, 'better' simulation, super detailed settings with special embedded rules to make things happen in a 'natural way', etc. etc. etc. and yet we never ever once thought of basing the fundamental 'unit of action' of play, the move, on the character's/players intent, or making a check mechanism reflect a choice of possible variations of plot instead of reflecting something inside the fiction (IE whether you hit someone or not). I cannot entirely answer the WHY, but I have 25 years of having learned the hard way how tough it is to move beyond that paradigm. Now, maybe if I'd been lucky and had been tapped into the right part of the RPG community in the early-to-mid '90s I might have gotten in on the solution then. Instead it was maybe more like 2009 after I was doing a lot of reading posts about playing 4e that it really clicked. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A "theory" thread
Top