@robertsconley
From how I read Rob it sounds like his game runs like a solid, well-designed software system honed over decades of improvements and architectural refinements. For such a system, the majority of time is spent just informing the user what the system is capable of and watching it work its magic. This is something very different from a one-shot or standard 10-session campaign that essentially works like a startup.
As it so happens, I was trained as a software engineer. While I did not formally minor in it, I took a fair number of courses in systems analysis. My intended minor was actually geography, with an eye toward entering the GIS field as it existed in the 1980s, but life went in a different direction.
Since then, I’ve worked as the head programmer for a company that manufactures metal-cutting machines and later moved into work involving automated production lines for metal processing. It’s a small, family-owned company with a tight software and hardware development team, so all of us wear multiple hats, including manning the support lines to this day.
The main applications of this to tabletop roleplaying for me are:
- Applying the principles of systems analysis, which extend beyond software to any complex structure, including RPGs and campaigns.
- Listening to users (or players), identifying their needs, and designing solutions.
- Diagnosing complex issues from incomplete information and resolving them effectively.
- Developing skills in technical writing and communication.
- Handling chaotic systems: for instance, dynamically controlling the height of a cutting head over uneven metal to maintain precise tolerances at high speed.
- Managing competing interests: I’m responsible for coordinating the needs of bosses, tech staff, sales, and customers to design coherent, usable systems. So yes, it’s as much about people as it is about software development.
From all of this, the main takeaway is that I have a deep appreciation for the implications of different creative goals,
if I know what those goals are. And just like in my industry, even though every manufacturer is cutting metal, each has a different system with its approach. These result in different implications, workflows, and even “feel” despite the same end product: a pile of cut metal parts.
Similarly, just because all RPG campaigns aim to deliver fun and adventure, the way they do it matters. Some approaches, like my Living World sandbox, are structurally distinct from others, and that leads to differences in how players experience the setting.
So I push back against claims that what I do is the same as any other referee or playstyle. I have done the analysis, the playtesting, and refined the process piece by piece over years, using player feedback to adjust it, sometimes drastically, but often through fine tuning. And I’m still not done. I have areas where I’m weaker than I’d like to be.
Last night I caught up with an old friend who’s a big fan of Burning Wheel and has run several campaigns. Since he’s played in my campaigns and knows me well, we had a great conversation about similarities and differences. This was the big takeaway:
And by “roleplay-heavy,” he means players who create distinct personalities, motivations, and goals, with campaigns that revolve around those character traits.
I can see how Burning Wheel strongly supports that approach. It supports it at every level, from character creation to conflict resolution to campaign management. However, it expands on that to create its own distinct take, like minimizing prep.
After our talk, I’d say the major difference between my Living World approach and Burning Wheel is focus.
- In my Living World sandbox, the focus is on characters interacting with the setting.
- In Burning Wheel, the focus is on challenging the characters’ beliefs and motivations.
And again, to be clear, it is not a zero-sum game. Burning Wheel supports interacting with the setting. My living world sandbox creates challenges to character's beliefs and motivations.
The campaign structure I use, especially the "World in Motion" principle, is built to encourage interaction with the setting. Most of that happens through first-person roleplaying with NPCs, rather than scene-framed tests of character conviction.
The implications are:
There is more prep in my system, because I cannot predict where the players will go or who they will interact with. So I prepare more than what BW referees typically have to do for their
Because my focus is on interacting with the setting, having a character with rich beliefs or motivations is optional, not required. A player can roleplay a version of themselves with the character’s abilities and still have a fulfilling experience.
Beliefs and motivations only come into play if the player chooses to engage in situations where they matter. And the downside compared to Burning Wheel if that a player expects their character belief and motivations to be challenged there is no guarantee that will happen.
In the end, both systems can yield great campaigns. But they are not the same system with different window dressing. The difference in focus, structure, and procedure leads to different experiences. That’s why I emphasize that my approach is not just “what any good referee does”, it’s a deliberately structured method with different assumptions, consequences to play, and outcomes.
The implications are:
There is more prep in my system, because I cannot predict where the players will go or who they will interact with. So I prepare the world, not a narrative.
Because my focus is on interacting with the setting, having a character with rich beliefs or motivations is optional, not required. A player can roleplay a version of themselves with the character’s abilities and still have a fulfilling experience.
Beliefs and motivations only come into play if the player chooses to engage in situations where they matter. I don’t design around challenging them, I design around the world reacting to their choices.
In the end, both systems can yield great campaigns. But they are not the same system with different window dressing. The difference in focus, structure, and procedure leads to different experiences. That’s why I emphasize that my approach is not just “what any good DM does”, it’s a deliberately structured method with different assumptions and outcomes.
And in addition to commenting on
@Enrahim's post, this should answer
@hawkeyefan question on why first person roleplaying is such a big deal. Because it is one of the primary ways that the characters are interacting with the setting.
Also, to clarify another point that
@hawkeyefan brought up about my XP system being neutral in regard to what the player chooses to do as their character.