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How I Learned To Stop Worrying About Game Prep
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<blockquote data-quote="Manbearcat" data-source="post: 7721948" data-attributes="member: 6696971"><p>I can think of some utility for discretizing all this stuff:</p><p></p><p>1) General communication for gamers in forums like this and at the table between participants.</p><p></p><p>2) Clarity in game design/hacking/reverse engineering/extrapolating.</p><p></p><p>3) Deeper understanding of things like (a) "what play experience is this game trying to engender", (b) "how is play/conversation structured and why", (c) "why PC build mechanics and reward cycles/attrition models are set up <u>this </u>way versus <em>that</em>", and (d) "how do the rules and play agenda facilitate (a) and (b) and why its important to hew to rule x, y, and z. (which also connects to 2 above)."</p><p></p><p>4) Clarity in how genre tropes/logic can manifest to create background color, characterization, and actual conflict in which the players are faced with interesting decision-points that their PCs are invested in/care about.</p><p></p><p>[HR][/HR]</p><p></p><p>I think players brand new to TTRPGs, GMs that are inclined to port over stuff from one game to the next/hack, and prospective players of a new game certainly gain aid from headings/labels (like the below) in both the format of the book and in conversation alike. Perhaps you don't? I don't know. But if I'm given a lot of subtly interconnected (prep) stuff in a giant (sometimes obtuse or opaque) pile, I long for digestible, siloed chunks. When I'm talking to someone about something at a technical level, I definitely value intuitive, systemitized nuance.</p><p></p><p>Play Agenda</p><p>Inspiration/References</p><p>GMing Principles</p><p>The Say of the Rules </p><p>GM Best Practices (for <em>this </em>game and why)</p><p>What to Avoid (for <em>this </em>game and why)</p><p>Changing the Game/Hacking</p><p>How to Prepare to Improvise (how to handle your mental overhead, how to deploy cognitive shorthand, etc)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7721948, member: 6696971"] I can think of some utility for discretizing all this stuff: 1) General communication for gamers in forums like this and at the table between participants. 2) Clarity in game design/hacking/reverse engineering/extrapolating. 3) Deeper understanding of things like (a) "what play experience is this game trying to engender", (b) "how is play/conversation structured and why", (c) "why PC build mechanics and reward cycles/attrition models are set up [U]this [/U]way versus [I]that[/I]", and (d) "how do the rules and play agenda facilitate (a) and (b) and why its important to hew to rule x, y, and z. (which also connects to 2 above)." 4) Clarity in how genre tropes/logic can manifest to create background color, characterization, and actual conflict in which the players are faced with interesting decision-points that their PCs are invested in/care about. [HR][/HR] I think players brand new to TTRPGs, GMs that are inclined to port over stuff from one game to the next/hack, and prospective players of a new game certainly gain aid from headings/labels (like the below) in both the format of the book and in conversation alike. Perhaps you don't? I don't know. But if I'm given a lot of subtly interconnected (prep) stuff in a giant (sometimes obtuse or opaque) pile, I long for digestible, siloed chunks. When I'm talking to someone about something at a technical level, I definitely value intuitive, systemitized nuance. Play Agenda Inspiration/References GMing Principles The Say of the Rules GM Best Practices (for [I]this [/I]game and why) What to Avoid (for [I]this [/I]game and why) Changing the Game/Hacking How to Prepare to Improvise (how to handle your mental overhead, how to deploy cognitive shorthand, etc) [/QUOTE]
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