clearstream
(He, Him)
I've recently finished writing an adventure for 5e exploring the questions: what makes something fictionally true? and how do I externalise fiction in a way that allows me to explore it? It might have been easier and in some ways more appropriate to design this particular adventure for PbtA, FitD, or similar, but it felt most worthwhile to me addressed to D&D players. That resulted in some mystified participants in my playtests, but it also drew a few folk into a style of play that was fresh to them and which as it turned out they greatly appreciated.
It's titled Garden of Blight and is free on Itch.
Shortly after finishing I bought Mythic Bastionland on DrivethruRPG which has some points of similarity to Garden of Blight (whilst also very significant differences ofc.) Something that stood out to me are the thirty-ish pages of examples of play at the back: McDowall's Oddpocrypha. His examples are presented as "the records of a single scribe" and take the form of a sort of dialectic; pairing narratives of actual play with the thoughts of an unnamed commentator (from the language probably a game designer, and I think probably McDowall.)
I've suggested in the past that examples of play are one way we convey our "form of life" from which our rules take their meaning. (Following Wittgenstein's PI.) In Garden of Blight I follow a common pattern of placing examples from play (actual play, as much as possible) next to rules that I felt needed to be exemplified (not as extensively as I think I should have!)
Seeing that approach from McDowall makes me want to go back and pull all those examples and rewrite them as his sort of actual-play|designer-thoughts dialectic. That's such an effective way to convey form of life... i.e. how to draw the intended meanings from the rules.
I also love McDowall's terse, to the point, rules presentation... but that is simply doing (at a high level of excellence) what designers ordinarily do; the extent of his dialectical exemplification felt fresh and effective to me. I can think of one other example, which is the Dungeon World Guide by Fontes-May and Dunstan, which has eight pages of similar dialectical exemplification (even similarly formatted.)
It's titled Garden of Blight and is free on Itch.
Shortly after finishing I bought Mythic Bastionland on DrivethruRPG which has some points of similarity to Garden of Blight (whilst also very significant differences ofc.) Something that stood out to me are the thirty-ish pages of examples of play at the back: McDowall's Oddpocrypha. His examples are presented as "the records of a single scribe" and take the form of a sort of dialectic; pairing narratives of actual play with the thoughts of an unnamed commentator (from the language probably a game designer, and I think probably McDowall.)
I've suggested in the past that examples of play are one way we convey our "form of life" from which our rules take their meaning. (Following Wittgenstein's PI.) In Garden of Blight I follow a common pattern of placing examples from play (actual play, as much as possible) next to rules that I felt needed to be exemplified (not as extensively as I think I should have!)
Seeing that approach from McDowall makes me want to go back and pull all those examples and rewrite them as his sort of actual-play|designer-thoughts dialectic. That's such an effective way to convey form of life... i.e. how to draw the intended meanings from the rules.
I also love McDowall's terse, to the point, rules presentation... but that is simply doing (at a high level of excellence) what designers ordinarily do; the extent of his dialectical exemplification felt fresh and effective to me. I can think of one other example, which is the Dungeon World Guide by Fontes-May and Dunstan, which has eight pages of similar dialectical exemplification (even similarly formatted.)
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