Reynard
aka Ian Eller
I have been thinking about this, and I haven't really figured out how to articulate it. But discussion forums are a good way to eventually find that articulation, so I thought I would toss this out there:
The most important thing in TTRPGs is the actual experience of play. This goes for rules, of course, but also for settings, and player options, and the rest of the design. it also goes for play spaces, schedules and all the out of game ephemera. The experience at the table is what matters, so all the things around that should point to that.
That is a pretty absolute statement and I recognize it probably won't stand up to scrutiny. So let's scrutinize.
The most important thing in TTRPGs is the actual experience of play. This goes for rules, of course, but also for settings, and player options, and the rest of the design. it also goes for play spaces, schedules and all the out of game ephemera. The experience at the table is what matters, so all the things around that should point to that.
That is a pretty absolute statement and I recognize it probably won't stand up to scrutiny. So let's scrutinize.







