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
*Dungeons & Dragons
Simulation vs Game - Where should D&D 5e aim?
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="Campbell" data-source="post: 6298926" data-attributes="member: 16586"><p>The Big Model has several problems, but I don't think they reside where people think they do. Chief among them is unfortunate terminology and the idea that for a coherent game that a creative agenda must be followed absolutely. We are all interested in games where we make meaningful decisions that will shape the arena of play - otherwise we would not be playing games. We are all interested in the details of the fictional play space - otherwise we would be playing some other sort of games. </p><p></p><p>What is most contentious about the Big Model is an argument for exploring the emotional landscape of our characters and that this is something which we should model with game mechanics is the Big Argument behind the Big Model. It is staking a claim that games can be an emotionally satisfying experience beyond the thrill of victory or defeat. </p><p></p><p>When talking about what came out of the Forge the important thing to me is to consider the context of their dissatisfaction. It wasn't really games like AD&D(1e). Rather it was stuff like the Dragonlance modules, Ravenloft, and games like classic Vampire and Ars Magica that promised emotionally resonant game play, but failed to offer meaningful consequences for player decisions. The point was to make <strong>games</strong> that meaningfully allowed this exploration of dramatic rather than procedural conflicts.</p><p></p><p>Much like the Agile Manifesto in programming - it's not about not valuing what came before. It's about valuing other features more. </p><p></p><p>There were good things that come from this:</p><ul> <li data-xf-list-type="ul">A reemphasizing on actual play results that had been lost in many of the games of the 1990's</li> <li data-xf-list-type="ul">Transparent rules text that explain how authors view the way their games are meant to be played.</li> <li data-xf-list-type="ul">A strong self publishing culture</li> <li data-xf-list-type="ul">A movement away from "Good GMing" towards "Suitable GMing" - not every game or group should be run in the same way.</li> <li data-xf-list-type="ul">Considerations on the immediacy of consequences and player choices.</li> </ul><p></p><p>The important thing is to not to get lost in the theory and realizing that practical application of play techniques and processes is what matters.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6298926, member: 16586"] The Big Model has several problems, but I don't think they reside where people think they do. Chief among them is unfortunate terminology and the idea that for a coherent game that a creative agenda must be followed absolutely. We are all interested in games where we make meaningful decisions that will shape the arena of play - otherwise we would not be playing games. We are all interested in the details of the fictional play space - otherwise we would be playing some other sort of games. What is most contentious about the Big Model is an argument for exploring the emotional landscape of our characters and that this is something which we should model with game mechanics is the Big Argument behind the Big Model. It is staking a claim that games can be an emotionally satisfying experience beyond the thrill of victory or defeat. When talking about what came out of the Forge the important thing to me is to consider the context of their dissatisfaction. It wasn't really games like AD&D(1e). Rather it was stuff like the Dragonlance modules, Ravenloft, and games like classic Vampire and Ars Magica that promised emotionally resonant game play, but failed to offer meaningful consequences for player decisions. The point was to make [B]games[/B] that meaningfully allowed this exploration of dramatic rather than procedural conflicts. Much like the Agile Manifesto in programming - it's not about not valuing what came before. It's about valuing other features more. There were good things that come from this: [LIST] [*]A reemphasizing on actual play results that had been lost in many of the games of the 1990's [*]Transparent rules text that explain how authors view the way their games are meant to be played. [*]A strong self publishing culture [*]A movement away from "Good GMing" towards "Suitable GMing" - not every game or group should be run in the same way. [*]Considerations on the immediacy of consequences and player choices. [/LIST] The important thing is to not to get lost in the theory and realizing that practical application of play techniques and processes is what matters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Simulation vs Game - Where should D&D 5e aim?
Top