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Towards a Workable RPG Theory
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<blockquote data-quote="jester47" data-source="post: 2798374" data-attributes="member: 2238"><p>Cant have a Grand Unified Theory of gaming, it crosses too many fields. </p><p></p><p>You can talk about mathematics and statistics and how they can or cannot imitate a world</p><p>You can talk about the difference between writing a good story and a good role playing adventure and how they may or may not be the same</p><p>You can talk about player participation and interaction and weather it is good to have one player in charge of the game or not </p><p></p><p>Those are the three parts of a Role Playing Game. </p><p></p><p>Each one can influence the other two in any number of ways, so now you have 6 more topics to cover for a total of 9 topics, each of which could work as a great master's thesis in their own right. And thats just about how games work, not even looking at what needs to be done to produce a good game. Who should write what? Can a fiction writer write technically? Can a technical writer write good fiction? Should they be able to proove themselves in both before putting on the hat of game designer? </p><p></p><p>The work at this site, The Forge or RPG.net barely scratches this. </p><p></p><p>How would such a theory look at the games? In a component view (mechanics, story development, player interaction)? or in a wholistic descriptive fashion such as the GSN? </p><p></p><p>The best place to start would be looking at the ways in which one might describe a game (component or GSN) holding all of them valid. </p><p></p><p>This task is huge and daunting. Considering the body of work that is developing on just how to be a good game master, you can bet the field of game design is much bigger. There is a lot to do.</p></blockquote><p></p>
[QUOTE="jester47, post: 2798374, member: 2238"] Cant have a Grand Unified Theory of gaming, it crosses too many fields. You can talk about mathematics and statistics and how they can or cannot imitate a world You can talk about the difference between writing a good story and a good role playing adventure and how they may or may not be the same You can talk about player participation and interaction and weather it is good to have one player in charge of the game or not Those are the three parts of a Role Playing Game. Each one can influence the other two in any number of ways, so now you have 6 more topics to cover for a total of 9 topics, each of which could work as a great master's thesis in their own right. And thats just about how games work, not even looking at what needs to be done to produce a good game. Who should write what? Can a fiction writer write technically? Can a technical writer write good fiction? Should they be able to proove themselves in both before putting on the hat of game designer? The work at this site, The Forge or RPG.net barely scratches this. How would such a theory look at the games? In a component view (mechanics, story development, player interaction)? or in a wholistic descriptive fashion such as the GSN? The best place to start would be looking at the ways in which one might describe a game (component or GSN) holding all of them valid. This task is huge and daunting. Considering the body of work that is developing on just how to be a good game master, you can bet the field of game design is much bigger. There is a lot to do. [/QUOTE]
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