Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 9234466" data-attributes="member: 82106"><p>But NONE of that tells me much of anything about how Mutant Year Zero plays. I mean, I have no experience or point of contact with the game, so I have zero opinion on it. The term 'neo-trad' however is almost useless to me. Over the past 40 year that style of game (though the label is newer) has existed, but they're all over the map in terms of important game play factors. Frankly I don't even see it as really being a coherent categorization. Yes, there's some vague generalizations you can make, but in fact if you were to subject these games to analysis in terms of Baker or Edwards' you would learn vastly more. All I learned from 'straddling the line between Gamma World and Apocalypse World' is that it pro ably (as if the name didn't convey this) takes place in a post-apocalyptic milieu. Is the focus of play on reproducing some aspect of post-apocalyptica? On survivalism? On environmental exploration? Tactical combat challenges ala Aftermath? What? You're invoking 'neo-trad', but all that tells me is there's likely more of a focus on player-driven characterization than, say, Gygaxian player challenge. That's SOMETHING but not a lot. How that intersects with AW is kind of anyone's guess though. </p><p></p><p>The second quote in fact makes me doubt there's anything at all similar to AW there. It sounds more like an old-school survivalist game in the same vein as Aftermath or Twilight 2000.</p><p></p><p>But, again, this mostly evokes the old school. I'm getting an idea, yes, but it could have been concisely conveyed in terms of game design concepts by calling it a GNS S-type post-apocalypse genre survivalism focused game. Now, maybe there are additional elements, I'm not sure what 'indie RP elements' he's talking about, but sandboxed meta-plot, well, I'd have to see it to understand, that's for sure. I mean there's no way to know what all sorts of unique combinations of game elements MIGHT be possible, but overall given the BRP-like core design and very trad-sounding statements I'm in the dark and I'd guess overall we're probably looking at limited coherency '90s style 'trad with a currency' or something. Could be totally wrong of course...</p><p></p><p>So do I, and IMHO, and my limited RPG game design experience, the way that I've found which points in a direction that is fruitful is to go look at the works of Baker/Edwards/Harper/et al and how they think about play, and design around that. It WORKS! I mean, my game may not be some brilliant work, I can't say personally, but it WORKS. It is coherently playable as it stands, and each part contributes. Where it falls down there are clearly diagnostic lessons to be drawn from the above experts which point towards improvements. GDS, 6 cultures of play, etc. never really did any of that for me. I can try to classify the design, and our resulting play, in those terms but it doesn't really lead to any conclusions about game design decisions or play techniques!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9234466, member: 82106"] But NONE of that tells me much of anything about how Mutant Year Zero plays. I mean, I have no experience or point of contact with the game, so I have zero opinion on it. The term 'neo-trad' however is almost useless to me. Over the past 40 year that style of game (though the label is newer) has existed, but they're all over the map in terms of important game play factors. Frankly I don't even see it as really being a coherent categorization. Yes, there's some vague generalizations you can make, but in fact if you were to subject these games to analysis in terms of Baker or Edwards' you would learn vastly more. All I learned from 'straddling the line between Gamma World and Apocalypse World' is that it pro ably (as if the name didn't convey this) takes place in a post-apocalyptic milieu. Is the focus of play on reproducing some aspect of post-apocalyptica? On survivalism? On environmental exploration? Tactical combat challenges ala Aftermath? What? You're invoking 'neo-trad', but all that tells me is there's likely more of a focus on player-driven characterization than, say, Gygaxian player challenge. That's SOMETHING but not a lot. How that intersects with AW is kind of anyone's guess though. The second quote in fact makes me doubt there's anything at all similar to AW there. It sounds more like an old-school survivalist game in the same vein as Aftermath or Twilight 2000. But, again, this mostly evokes the old school. I'm getting an idea, yes, but it could have been concisely conveyed in terms of game design concepts by calling it a GNS S-type post-apocalypse genre survivalism focused game. Now, maybe there are additional elements, I'm not sure what 'indie RP elements' he's talking about, but sandboxed meta-plot, well, I'd have to see it to understand, that's for sure. I mean there's no way to know what all sorts of unique combinations of game elements MIGHT be possible, but overall given the BRP-like core design and very trad-sounding statements I'm in the dark and I'd guess overall we're probably looking at limited coherency '90s style 'trad with a currency' or something. Could be totally wrong of course... So do I, and IMHO, and my limited RPG game design experience, the way that I've found which points in a direction that is fruitful is to go look at the works of Baker/Edwards/Harper/et al and how they think about play, and design around that. It WORKS! I mean, my game may not be some brilliant work, I can't say personally, but it WORKS. It is coherently playable as it stands, and each part contributes. Where it falls down there are clearly diagnostic lessons to be drawn from the above experts which point towards improvements. GDS, 6 cultures of play, etc. never really did any of that for me. I can try to classify the design, and our resulting play, in those terms but it doesn't really lead to any conclusions about game design decisions or play techniques! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
Top