...Or at least played in a Neotrad way?
I'm very, very interested in discussion in regards to this playstyle because I'm invested in it becoming more developed and mature despite it already being such a dominating force in TTRPGs
I'll copy the definition for Neotrad from the lbog wholesale(edit the original article in full;
Six Cultures of Play):
I have a few disagreements on this(Power fantasy/Tyranny of Fun isn't needed--tragedy and such are very much common as long as that's what the player is looking for) but it's where the term come from so eh.
What I think are examples of Neotrad games:
- DnD from 3e onwards basically sets the baseline for how most people think of 'Modern' TTRPG play, while NeoTrad crystalized during 5e let's not forget that CharOp is where it all started and the culture of discussing 'builds' and 'broken powers' puts a focus on putting the RAW over the DM's authority. I don't quite think they fit as NeoTrad games but many of them are certainly played in a very neotrad way
- Fabula Ultima is the most recent example I can think of a game that's very much designed with NeoTrad assumptions in mind, It's High Fantasy supplement exemplifies this the most with it's suggestion on how to design it's settings(especially since Fabula Ultima has collaborative world-building) to be reflective of the characters and the optional quirk system being mechanized 'story moments' that's in the players hands.
- Chuubo's Wonderful Wish-Making Engine is perhaps the most unique examples of a NeoTrad game system but I'd argue it's Arc system exemplifies the 'Player-led railroading' that NeoTrad is going for.
- Chronicles of Darkness and Exalted(and the new classic World of Darkness), these two are interesting because they show how mostly Trad systems develop into this new TradOC style. One could argue that the superhero with fangs playstyle is an example of NeoTrad play, something I very much agree with.4.