Reynard
aka Ian Eller
"Crap, I died as an Ensign!"Some systems better than others. Traveller, for example, is very socially engaging.
"Crap, I died as an Ensign!"Some systems better than others. Traveller, for example, is very socially engaging.
At 75 years of age!"Crap, I died as an Ensign!"
The Glass Cannon Network has been rolling up Traveller characters for this summer's GenCon games and just the process of developing characters -- none of whom turn out the way they expected -- has been a hell of a lot of fun.Some systems better than others. Traveller, for example, is very socially engaging.
Not to mention the secondary and tertiary effects of creating and designing. Whether they are used at the table or not, they seep into gameplay in areas unrecognizable, but they are there.This can be taken way too far. Take the GM for example. They might decide to do all manner of world building that won't ever really directly impact play at the table, but it does serve to better locate them next to the 'thingness' of the setting. Deciding that that work simply isn't useful is people talking about shizz they don't know about.
Can the GM go too far on the setting history side of things? Sure they can. Too far for 'useful in play' anyway. But useful in play isn't the only measure. There's play on the one hand, and design on the other. Lots of loud people conflate the two and tell us that nothing that doesn't add immediate table stuff is worth doing. but those people are idiots.
Are you trying to bring back the "tyranny of fun"?I'd consider something like:
...consistently strives to center joy in play...?
Big mission statement tone that is off putting, but play and fun already have been made an appearance here in the conversation; just those words alone could each have their own separate (and obvs. unresolved) thread on what they're about in relationship to TTRPGs.
It'd be nice if that material wasn't shaped like something that was meant to be used at the table.I think the degree to which people engage in the hobby by buying and reading material that they never play vs playing is probably 5:1 at the low end. Sure, I just made that ratio up, but i wonder that if I actually researched it that I'd find that it's an order of magnitude more. For me personally is at least 20:1.
Knowing that, it makes sense for creators, providers, suppliers, etc. to create products that aren't necessarily meant to be played, or at least, that's not their primary purpose.
I couldn't agree more. It's a game! Everything about a game should be geared towards providing the participants with a satisfying experience.That is a pretty absolute statement and I recognize it probably won't stand up to scrutiny. So let's scrutinize.
I am Team Slipcase: give me a slipcase with the big lovely hardcover lore book, and the thin, focused, utilitarian softcover to bring to the table.It'd be nice if that material wasn't shaped like something that was meant to be used at the table.
Do stuff like Ed Greenwood Presents Elminster's Forgotten Realms for the readers (along with novels, comics, history books, etc.) and present the modules in such a way that the table-focused audience gets the most out of them.
I agree that all the audiences should be served, but I think the use-case for each product should also determine its design.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.