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, OSR, & D&D Variants
*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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
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="payn" data-source="post: 9866062" data-attributes="member: 90374"><p>I think playstyle is important and the distinction of calling them opinionated isnt necessary. Part of the design evolution of RPGs is also the terms for folks to understand them. 20 years ago, understanding the difference between a generic do anything system like Savage Worlds was seen as the standard. A bespoke system was truly seen as "bespoke". I think attitudes and tastes have changed over the years as designers have gotten better at making intended playstyle games. Today, I feel like folks will understand in short order what an intended playstyle is of a game. If they cannot, then thats a failure of design and presentation by the publisher.</p><p></p><p><em>Alien</em> by Free League leans into the idea of being in a stressful situation. The PC's focus sharpens, but they also are prone to panic states. The mechanics do a good job of reinforcing the idea, feel, and execution of the intended experience.</p><p></p><p>I think this is going to be subjective, but most 5E reskins (D20 if using the way back machine) often miss the mark. Using the familiar D&D system isnt a problem in of itself. I think the failure point is using a general system meant to do a lot, in a specific way to genre emulate. Like, <em>Carbon 2185</em> ends up feeling like D&D with computers instead of Cyberpunk. </p><p></p><p>Absolutely. I think a designer needs to know what they intend the system to do, and they need to communicate it to their players. Its a major key component to success and adoption of any RPG system, IMO. When I think of games that flail and fade out, its usually due to folks not "getting them". That could be through poor communication or it could be from lack of design focus. Either way, I think playstyle intention is a necessity for a designer, both specifically and generally. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9866062, member: 90374"] I think playstyle is important and the distinction of calling them opinionated isnt necessary. Part of the design evolution of RPGs is also the terms for folks to understand them. 20 years ago, understanding the difference between a generic do anything system like Savage Worlds was seen as the standard. A bespoke system was truly seen as "bespoke". I think attitudes and tastes have changed over the years as designers have gotten better at making intended playstyle games. Today, I feel like folks will understand in short order what an intended playstyle is of a game. If they cannot, then thats a failure of design and presentation by the publisher. [I]Alien[/I] by Free League leans into the idea of being in a stressful situation. The PC's focus sharpens, but they also are prone to panic states. The mechanics do a good job of reinforcing the idea, feel, and execution of the intended experience. I think this is going to be subjective, but most 5E reskins (D20 if using the way back machine) often miss the mark. Using the familiar D&D system isnt a problem in of itself. I think the failure point is using a general system meant to do a lot, in a specific way to genre emulate. Like, [I]Carbon 2185[/I] ends up feeling like D&D with computers instead of Cyberpunk. Absolutely. I think a designer needs to know what they intend the system to do, and they need to communicate it to their players. Its a major key component to success and adoption of any RPG system, IMO. When I think of games that flail and fade out, its usually due to folks not "getting them". That could be through poor communication or it could be from lack of design focus. Either way, I think playstyle intention is a necessity for a designer, both specifically and generally. YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
Top