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General Tabletop Discussion
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The conventions and techniques of gaming (brainstorm)
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<blockquote data-quote="RFisher" data-source="post: 1654556" data-attributes="member: 3608"><p>I venture that a great many of the RPG conventions have been toyed with. Some so much that its hard to call them conventions anymore. There are diceless RPGs, LARPs, refereeless RPGs, &c.</p><p></p><p>Some of the interesting ones to me:</p><p></p><p>Reverse dungeon. One of the weaker conventions, as it has been so often violated. Still, I feel comfortable calling such a game "unconventional".</p><p></p><p>Dork20 cards. I'm not sure what the convention is they're breaking, but they're certainly unconventional. We're having fun with them in the current campaign, though.</p><p></p><p>Player "narrative" control. Things like Donjon. If a character succeeds at a test, the player decides what happens.</p><p></p><p>Continuity breaks. I did a special halloween adventure in which I stated we were "exploring another story involving these characters". We used the PCs as they were, and they gained experience from the adventure, but it did not "really" take place at that point in the campaign--if it took place at all. We just ignored the break in continuity for the sake of having fun.</p><p></p><p>Downeresque. Imagine a campaign like Downer or Order of the Stick in which the characters talk in game terms. They probably do some metagaming as well.</p><p></p><p>Metagaming. I tend to encourage a level of metagaming when behind the screen. I think much of the fun comes from the <em>players</em> playing the game, even if it makes it less simulationist or narratavist pure. (In some cases, I could even argue that metagaming can be used as a simulationist tool...but that's another discussion.) I can imagine a game could be fun with all-out, no-holds-barred metagaming.</p></blockquote><p></p>
[QUOTE="RFisher, post: 1654556, member: 3608"] I venture that a great many of the RPG conventions have been toyed with. Some so much that its hard to call them conventions anymore. There are diceless RPGs, LARPs, refereeless RPGs, &c. Some of the interesting ones to me: Reverse dungeon. One of the weaker conventions, as it has been so often violated. Still, I feel comfortable calling such a game "unconventional". Dork20 cards. I'm not sure what the convention is they're breaking, but they're certainly unconventional. We're having fun with them in the current campaign, though. Player "narrative" control. Things like Donjon. If a character succeeds at a test, the player decides what happens. Continuity breaks. I did a special halloween adventure in which I stated we were "exploring another story involving these characters". We used the PCs as they were, and they gained experience from the adventure, but it did not "really" take place at that point in the campaign--if it took place at all. We just ignored the break in continuity for the sake of having fun. Downeresque. Imagine a campaign like Downer or Order of the Stick in which the characters talk in game terms. They probably do some metagaming as well. Metagaming. I tend to encourage a level of metagaming when behind the screen. I think much of the fun comes from the [i]players[/i] playing the game, even if it makes it less simulationist or narratavist pure. (In some cases, I could even argue that metagaming can be used as a simulationist tool...but that's another discussion.) I can imagine a game could be fun with all-out, no-holds-barred metagaming. [/QUOTE]
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