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Looking At The Abstract Of Game Design
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<blockquote data-quote="Sword of Spirit" data-source="post: 7708926" data-attributes="member: 6677017"><p>It's funny that when I first started reading this I disagreed vehemently with the planned obsolescence on a level of instinctive idealism...but it's actually kind of something I already have planned for my design. I think the important point is that there is a difference between refining and improving systems and declaring existing systems obsolete.</p><p></p><p>That isn't to say that I don't think there <em>are</em> obsolete systems. While I'm sure many would disagree, I think there absolutely are design elements and entire systems (many, many of them) that are built on antique rules and principles that have value only for nostalgic aesthetic purposes. (Kind of like, you know, most antique anythings.)</p><p></p><p>So my proposal is that a system be built with with the greatest care to R&D to make the best, most lasting, system you can, while not limiting your future design to it if new ideas come to you.</p><p></p><p>On a bit of a tangent (because it's something that came to mind) I had a thought about new genres/settings.</p><p></p><p>New genres and settings are a lot easier than new mechanics (IMO), and can be lots of fun, whether packaged with their own system or designed to utilize multi-genre systems. One thing I'd honestly love to see would be a lot more design creating entire system neutral settings. Sure, you can just use a book series or movie series or whatever and say, "hey, it's a system neutral setting", but that really isn't the same thing. You can get a really valuable product by having the sorts of completely non-mechanical information that is most relevant to an RPG presented in a setting book or books that can then be used with a variety of flexible settings. Such a book wouldn't even need "conversion notes" or whatever. There could be some brief pdf downloads with suggestions of how to mechanically represent certain things in different systems, whether official or fan-made, but the main point is to make an innovative setting, completely system neutral, presented in the right format for easy usage with any multi-genre or universal system.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7708926, member: 6677017"] It's funny that when I first started reading this I disagreed vehemently with the planned obsolescence on a level of instinctive idealism...but it's actually kind of something I already have planned for my design. I think the important point is that there is a difference between refining and improving systems and declaring existing systems obsolete. That isn't to say that I don't think there [I]are[/I] obsolete systems. While I'm sure many would disagree, I think there absolutely are design elements and entire systems (many, many of them) that are built on antique rules and principles that have value only for nostalgic aesthetic purposes. (Kind of like, you know, most antique anythings.) So my proposal is that a system be built with with the greatest care to R&D to make the best, most lasting, system you can, while not limiting your future design to it if new ideas come to you. On a bit of a tangent (because it's something that came to mind) I had a thought about new genres/settings. New genres and settings are a lot easier than new mechanics (IMO), and can be lots of fun, whether packaged with their own system or designed to utilize multi-genre systems. One thing I'd honestly love to see would be a lot more design creating entire system neutral settings. Sure, you can just use a book series or movie series or whatever and say, "hey, it's a system neutral setting", but that really isn't the same thing. You can get a really valuable product by having the sorts of completely non-mechanical information that is most relevant to an RPG presented in a setting book or books that can then be used with a variety of flexible settings. Such a book wouldn't even need "conversion notes" or whatever. There could be some brief pdf downloads with suggestions of how to mechanically represent certain things in different systems, whether official or fan-made, but the main point is to make an innovative setting, completely system neutral, presented in the right format for easy usage with any multi-genre or universal system. [/QUOTE]
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