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<blockquote data-quote="grankless" data-source="post: 8694500" data-attributes="member: 7025176"><p>A lot of modern (as in, 2000-onward) RPG design framework have their origins in the old forum The Forge - this is where a lot of the design ideas like gamist-narrative-simulation (the "Big Model") and fail-forward and the common idea of games trying to tell a specific story comes from. I desperately need to read "Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012: Designs and Discussions (Palgrave Games in Context)" by William White, but it's mondo expensive. But designers like John Harper (Blades in the Dark), D. Vincent Baker (Apocalypse World, Dogs in the Vineyard), and Matt Wilson (Primetime Adventures) were involved in that, and ended up making some pretty major games with unique frameworks. Primetime Adventures is interesting because there were a lot of games in that era trying to research how to use playing cards in games.</p></blockquote><p></p>
[QUOTE="grankless, post: 8694500, member: 7025176"] A lot of modern (as in, 2000-onward) RPG design framework have their origins in the old forum The Forge - this is where a lot of the design ideas like gamist-narrative-simulation (the "Big Model") and fail-forward and the common idea of games trying to tell a specific story comes from. I desperately need to read "Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012: Designs and Discussions (Palgrave Games in Context)" by William White, but it's mondo expensive. But designers like John Harper (Blades in the Dark), D. Vincent Baker (Apocalypse World, Dogs in the Vineyard), and Matt Wilson (Primetime Adventures) were involved in that, and ended up making some pretty major games with unique frameworks. Primetime Adventures is interesting because there were a lot of games in that era trying to research how to use playing cards in games. [/QUOTE]
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