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<blockquote data-quote="Piperken" data-source="post: 9731367" data-attributes="member: 7047091"><p>I don't feel the valid approaches both of you have mentioned towards game design contradict one another; a designer can hold these in the same container and benefit from them.</p><p></p><p>I think what's changed significantly is the navigation one takes with their game from ideas > development > play testing > finished product; how that's done compared to in the past has influenced what kinds of games we are seeing now:</p><p></p><ul> <li data-xf-list-type="ul">Systems that were kitchen sink (<em>GURPS</em> is one that comes to mind) were more common. The trend now is more towards specificity and clear intent, games of shorter length (a campaign having less sessions on average); players seek games that do some handful of rpg-things in a game really well! Capsule-style games would be an example e.g. <em>Mythic Bastionland.</em></li> <li data-xf-list-type="ul">More notably, designers that have backing iterate their ruleset to other genres (e.g. Free League's YZE titles, or more recently Grimwild's MOXIE, whose creator has plans for a Western setting among others) through scaled plans.</li> <li data-xf-list-type="ul">Newer or smaller designers can more easily leverage crowdsharing (by licenses or otherwise) now to spur evolution of their original system to other spaces through community-building jams, word-of-mouth (use <em>Ironsworn</em> for <em>Mouseguard</em>!), and so on.</li> </ul></blockquote><p></p>
[QUOTE="Piperken, post: 9731367, member: 7047091"] I don't feel the valid approaches both of you have mentioned towards game design contradict one another; a designer can hold these in the same container and benefit from them. I think what's changed significantly is the navigation one takes with their game from ideas > development > play testing > finished product; how that's done compared to in the past has influenced what kinds of games we are seeing now: [LIST] [*]Systems that were kitchen sink ([I]GURPS[/I] is one that comes to mind) were more common. The trend now is more towards specificity and clear intent, games of shorter length (a campaign having less sessions on average); players seek games that do some handful of rpg-things in a game really well! Capsule-style games would be an example e.g. [I]Mythic Bastionland.[/I] [*]More notably, designers that have backing iterate their ruleset to other genres (e.g. Free League's YZE titles, or more recently Grimwild's MOXIE, whose creator has plans for a Western setting among others) through scaled plans. [*]Newer or smaller designers can more easily leverage crowdsharing (by licenses or otherwise) now to spur evolution of their original system to other spaces through community-building jams, word-of-mouth (use [I]Ironsworn[/I] for [I]Mouseguard[/I]!), and so on. [/LIST] [/QUOTE]
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