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*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="clearstream" data-source="post: 9234614" data-attributes="member: 71699"><p>To clarify on this one aspect, I see a common design trend serving several enduring playstyles. An evolution of "modernish play", commencing in the early 2010s. It is typified by greater attention to player goals, but doesn't necessarily go all the way to OC. In fact, some game texts I'd include under this umbrella embrace "the sacrament of death" and accordingly guide away from deep characters.</p><p></p><p>To give some idea how the design attitude and intent plays out - an approach I find fruitful is comparing mechanics embodying similar techniques or satisfying similar ends. For example, a "job" that multiple modes of play want to do is what I said about <em>momentum </em>- counting individual acts toward resolution of an arc. FF L5R is one example, but obviously clocks in BitD, SCs in 4e, and vows in Ironsworn work in the same space. They're all ways to say when enough has been done toward a goal. There are a million ways to skin that particular cat, and some have proven more successful in play than others. Which can be seen through comparing their mechanics and practices; playing games containing them, observing, reading critiques of, etc. It's very interesting to look at creative examples, such as in Ironsworn Delve, to find the envelope - what can and can't be done with the technique. It's premised on something at odds with some Forge theorists, which is a far more flexible idea of how to achieve coherent play... of the <em>possibilities </em>of play.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9234614, member: 71699"] To clarify on this one aspect, I see a common design trend serving several enduring playstyles. An evolution of "modernish play", commencing in the early 2010s. It is typified by greater attention to player goals, but doesn't necessarily go all the way to OC. In fact, some game texts I'd include under this umbrella embrace "the sacrament of death" and accordingly guide away from deep characters. To give some idea how the design attitude and intent plays out - an approach I find fruitful is comparing mechanics embodying similar techniques or satisfying similar ends. For example, a "job" that multiple modes of play want to do is what I said about [I]momentum [/I]- counting individual acts toward resolution of an arc. FF L5R is one example, but obviously clocks in BitD, SCs in 4e, and vows in Ironsworn work in the same space. They're all ways to say when enough has been done toward a goal. There are a million ways to skin that particular cat, and some have proven more successful in play than others. Which can be seen through comparing their mechanics and practices; playing games containing them, observing, reading critiques of, etc. It's very interesting to look at creative examples, such as in Ironsworn Delve, to find the envelope - what can and can't be done with the technique. It's premised on something at odds with some Forge theorists, which is a far more flexible idea of how to achieve coherent play... of the [I]possibilities [/I]of play. [/QUOTE]
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