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Community
General Tabletop Discussion
*TTRPGs General
Let's Talk About "Intended Playstyle"
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<blockquote data-quote="zakael19" data-source="post: 9866397" data-attributes="member: 7044099"><p>I think the more interested you are in having a strong creative vision and paring that in with a mechanical setup that rewards it, the more your game will have an inherent intended play style that it suits being open and frank in the ruleset with. I think we're seeing this more and more in a wide variety of games (Daggerheart and Draw Steel! both come to mind in recent publication) that wear their heart on their sleeve so to say - because the designers know that while players are very good at playing games and can make just about anything work, things are best if you understand what the designers shaped the game to accomplish.</p><p></p><p>You don't have to couple premise nearly so tightly as Blades or Stonetop or Apocalypse World & etc to be open and clear with your intent if your <em>mechanics</em> follow through. Conversely, if you say a lot of stuff in GM guidance or whatever but the rules themselves don't seem to care about that, you're just pontificating. </p><p></p><p>As an example, Daggerheart is clear that it's been built mechanically & structurally as a high-fantasy heroic game around telling dramatic stories. There's a lot of Player and GM guidance on top of that, but even the base mechanics of the game (the ancestries and class powers, the Death Moves, the way HP thresholds and armor work, Hope & Fear, etc) reinforce it. You can try doing other stuff with it, but you'll either be just freeform RPing (like so many 5e games that drift hard) or it'll be actively fighting you at every turn. </p><p></p><p>Likewise Draw Steel! will certainly let you play a game focused mainly around <em>not using the system</em> (as a long Reddit post suggested) and have a great time, but you're just kinda... not really playing the game at that point?</p></blockquote><p></p>
[QUOTE="zakael19, post: 9866397, member: 7044099"] I think the more interested you are in having a strong creative vision and paring that in with a mechanical setup that rewards it, the more your game will have an inherent intended play style that it suits being open and frank in the ruleset with. I think we're seeing this more and more in a wide variety of games (Daggerheart and Draw Steel! both come to mind in recent publication) that wear their heart on their sleeve so to say - because the designers know that while players are very good at playing games and can make just about anything work, things are best if you understand what the designers shaped the game to accomplish. You don't have to couple premise nearly so tightly as Blades or Stonetop or Apocalypse World & etc to be open and clear with your intent if your [I]mechanics[/I] follow through. Conversely, if you say a lot of stuff in GM guidance or whatever but the rules themselves don't seem to care about that, you're just pontificating. As an example, Daggerheart is clear that it's been built mechanically & structurally as a high-fantasy heroic game around telling dramatic stories. There's a lot of Player and GM guidance on top of that, but even the base mechanics of the game (the ancestries and class powers, the Death Moves, the way HP thresholds and armor work, Hope & Fear, etc) reinforce it. You can try doing other stuff with it, but you'll either be just freeform RPing (like so many 5e games that drift hard) or it'll be actively fighting you at every turn. Likewise Draw Steel! will certainly let you play a game focused mainly around [I]not using the system[/I] (as a long Reddit post suggested) and have a great time, but you're just kinda... not really playing the game at that point? [/QUOTE]
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Let's Talk About "Intended Playstyle"
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