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General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
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<blockquote data-quote="RenleyRenfield" data-source="post: 9866089" data-attributes="member: 7044197"><p>I work with or work for, many of the people who created some of these games, and Vampire is a great example. </p><p></p><p><strong>Design language has Changed Greatly since 1992. </strong></p><p></p><p>Despite some obscure games, <strong>we did not have the "words" </strong>to create a game like Blades in the Dark or Powered by the Apocalypse games. </p><p></p><p><strong>Vampire was very much intended to be <em>Both</em>: Blade <em>and </em>Interview</strong>. But all we had for design language was wargames. So when Mark et al wrote the mechanics to Vampire, they pulled from the "words" games had developed and added what few new ideas they could. </p><p></p><p>But in <strong>TTRPGS were trying to be a mix of situationists and wargame</strong>. Because at that time, <strong><em>"roleplay" was the soft skill that "didn't need rules" </em></strong>- you just said what you did and then did it and the GM got 100% fiat to say how the game responded, and if a roll was needed or not. </p><p></p><p>....</p><p></p><p>The new "words" for gaming are more than just catchy bits = they have made it a LOT easier to branch out mechanics. It's one thing to say "success with complications" but its a HUGE deal to provide a HIGHLY functional and full featured RPG using that design principle. </p><p></p><p>And with how slow the gaming world moves, and how slowly people branch out from D&D, things like Success with Complications is still new to a great many folks. </p><p></p><p>Then looking at what Blades did for "Heist" mechanics and what PBTA did for Mystery mechanics and what Pasion de las Pasiones did for Social mechanics... these are all 'new words' we are using more and more each year within the game designer and developer groups. </p><p></p><p>....</p><p><strong>TL/DR</strong></p><p>And I think [USER=467]@Reynard[/USER] Is seeing, in part = is games that did want to have other ways to play, but didnt have the words to do it. And then other games who are trying out new words and are to various degrees successful.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9866089, member: 7044197"] I work with or work for, many of the people who created some of these games, and Vampire is a great example. [B]Design language has Changed Greatly since 1992. [/B] Despite some obscure games, [B]we did not have the "words" [/B]to create a game like Blades in the Dark or Powered by the Apocalypse games. [B]Vampire was very much intended to be [I]Both[/I]: Blade [I]and [/I]Interview[/B]. But all we had for design language was wargames. So when Mark et al wrote the mechanics to Vampire, they pulled from the "words" games had developed and added what few new ideas they could. But in [B]TTRPGS were trying to be a mix of situationists and wargame[/B]. Because at that time, [B][I]"roleplay" was the soft skill that "didn't need rules" [/I][/B]- you just said what you did and then did it and the GM got 100% fiat to say how the game responded, and if a roll was needed or not. .... The new "words" for gaming are more than just catchy bits = they have made it a LOT easier to branch out mechanics. It's one thing to say "success with complications" but its a HUGE deal to provide a HIGHLY functional and full featured RPG using that design principle. And with how slow the gaming world moves, and how slowly people branch out from D&D, things like Success with Complications is still new to a great many folks. Then looking at what Blades did for "Heist" mechanics and what PBTA did for Mystery mechanics and what Pasion de las Pasiones did for Social mechanics... these are all 'new words' we are using more and more each year within the game designer and developer groups. .... [B]TL/DR[/B] And I think [USER=467]@Reynard[/USER] Is seeing, in part = is games that did want to have other ways to play, but didnt have the words to do it. And then other games who are trying out new words and are to various degrees successful. [/QUOTE]
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