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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="pemerton" data-source="post: 9844549" data-attributes="member: 42582"><p>Vincent Baker has an interesting blog about the relationship, in Apocalypse World play, between the core activity of "the conversation" - that is, a structured way of generating shared imagining of some people doing some things in circumstances of conflict - and the more technical and mechanical rules that the game offers for generating content for the conversation: it's <a href="https://lumpley.games/2019/12/30/powered-by-the-apocalypse-part-1/" target="_blank">section 4 of this blog post</a>.</p><p></p><p>At the end of the discussion in section 4, he observes that:</p><p></p><p style="margin-left: 20px">Deep hacks' is a term we sometimes use for PbtA games that don’t follow Apocalypse World’s template here. . . . the conversations are structured so differently at the core that they require a whole different structure of elaboration and collapse.</p><p></p><p>The reason I'm pointing this out is because it reminds us that not all RPGs have the same structure in their play. For instance, if someone wants to play a RPG that is similar to classic dungeon-crawling D&D, I think it would be a mistake to focus on <em>the conversation and its principles</em> as the core, or certainly as the whole of the core. The core, for that sort of RPG, has to include the map-and-key.</p><p></p><p>I also think that this helps us understand why this sort of RPGing won't, in play, manifest a story: to allude to [USER=6925338]@soviet[/USER]'s post just upthread, it might produce a travelogue; but a travelogue of the sort that one sees in the examples of play in Gygax's DMG, or Book 3 of OD&D, or Moldvay's example of play in his Basic Rulebook, is not much of a story!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9844549, member: 42582"] Vincent Baker has an interesting blog about the relationship, in Apocalypse World play, between the core activity of "the conversation" - that is, a structured way of generating shared imagining of some people doing some things in circumstances of conflict - and the more technical and mechanical rules that the game offers for generating content for the conversation: it's [url=https://lumpley.games/2019/12/30/powered-by-the-apocalypse-part-1/]section 4 of this blog post[/url]. At the end of the discussion in section 4, he observes that: [indent]Deep hacks' is a term we sometimes use for PbtA games that don’t follow Apocalypse World’s template here. . . . the conversations are structured so differently at the core that they require a whole different structure of elaboration and collapse.[/indent] The reason I'm pointing this out is because it reminds us that not all RPGs have the same structure in their play. For instance, if someone wants to play a RPG that is similar to classic dungeon-crawling D&D, I think it would be a mistake to focus on [I]the conversation and its principles[/I] as the core, or certainly as the whole of the core. The core, for that sort of RPG, has to include the map-and-key. I also think that this helps us understand why this sort of RPGing won't, in play, manifest a story: to allude to [USER=6925338]@soviet[/USER]'s post just upthread, it might produce a travelogue; but a travelogue of the sort that one sees in the examples of play in Gygax's DMG, or Book 3 of OD&D, or Moldvay's example of play in his Basic Rulebook, is not much of a story! [/QUOTE]
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