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RPGing and imagination: a fundamental point
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<blockquote data-quote="clearstream" data-source="post: 9234520" data-attributes="member: 71699"><p>I am not advocating attempting to understand YZE on the basis of a couple of quotes in an Enworld post.</p><p></p><p></p><p>Apply the same rigour we've advocated for games like AW, DitV and DW. <em>Play the games</em>, then judge.</p><p></p><p></p><p>Could be. Comparing successful and more coherent designs with less successful ones helps see what works.</p><p></p><p></p><p>Six Cultures would be a different conversation. As I've said a few times now, I don't apply the label "neo-trad" to cultures of play - OC serves better there IMO - but to the trend in contemporary TTRPG design. I can fruitfully investigate what designers are prioritising and how they're managing the rules and principles to make it work in play. For example, many games now use flags to drive mechanics for advancement, moments of narrative authority, and making it so "when the player means it the character means it." Many games now use a momentum mechanic to feed individual act results into resolution of narrative arcs. Canvassing relevant games, playing and observing play of them, reading critiques, are basic design steps toward understanding how to make advances on valued modes of play.</p><p></p><p>Labels that characterise game texts and relate them to one another are useful. If you don't think so, then perhaps that isn't true for you. Let's simply agree to disagree on this one.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9234520, member: 71699"] I am not advocating attempting to understand YZE on the basis of a couple of quotes in an Enworld post. Apply the same rigour we've advocated for games like AW, DitV and DW. [I]Play the games[/I], then judge. Could be. Comparing successful and more coherent designs with less successful ones helps see what works. Six Cultures would be a different conversation. As I've said a few times now, I don't apply the label "neo-trad" to cultures of play - OC serves better there IMO - but to the trend in contemporary TTRPG design. I can fruitfully investigate what designers are prioritising and how they're managing the rules and principles to make it work in play. For example, many games now use flags to drive mechanics for advancement, moments of narrative authority, and making it so "when the player means it the character means it." Many games now use a momentum mechanic to feed individual act results into resolution of narrative arcs. Canvassing relevant games, playing and observing play of them, reading critiques, are basic design steps toward understanding how to make advances on valued modes of play. Labels that characterise game texts and relate them to one another are useful. If you don't think so, then perhaps that isn't true for you. Let's simply agree to disagree on this one. [/QUOTE]
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