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What Games do you think are Neotrad?
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<blockquote data-quote="S'mon" data-source="post: 9491860" data-attributes="member: 463"><p>4e D&D and 5.5/2024 D&D both seem like good examples to me, although some 4e advice assumptions still seem stuck more in a Trad pre-scripted storyline sort of paradigm. The actual mechanical design and stuff like the Epic Destinies, if treated as more than fluff, are highly supportive of OC play I think. 5e is much more ambiguous about its aims but tries to support this style. The 5.5 increased emphasis on player independence from the GM could be seen as supportive of this style, but there seems to be a defensiveness, common from WotC. If the Bastion system encouraged GM and players to work together to develop the PC's supporting cast and allowed the GM to RP Bastion characters, while admonishing the GM against arbitrary actions that went against the player's vision for the NPCs, that would support OC play more strongly than a silo'd mini game.</p><p></p><p>I think OC is clearly different from Narrativist play. The OC player is interested in exploring and developing their PC, but is rarely interested in Dramatic Premise or author stance. I think Anime (& thus Manga) serial fiction is often a very strong influence on this style. The player may well want to explore the background and inner life of their character quite extensively (so in this way it differs from traditional Western pulp/heroic fiction), but rarely wants the character to go through a fundamental crisis that might lead to significant character change.</p></blockquote><p></p>
[QUOTE="S'mon, post: 9491860, member: 463"] 4e D&D and 5.5/2024 D&D both seem like good examples to me, although some 4e advice assumptions still seem stuck more in a Trad pre-scripted storyline sort of paradigm. The actual mechanical design and stuff like the Epic Destinies, if treated as more than fluff, are highly supportive of OC play I think. 5e is much more ambiguous about its aims but tries to support this style. The 5.5 increased emphasis on player independence from the GM could be seen as supportive of this style, but there seems to be a defensiveness, common from WotC. If the Bastion system encouraged GM and players to work together to develop the PC's supporting cast and allowed the GM to RP Bastion characters, while admonishing the GM against arbitrary actions that went against the player's vision for the NPCs, that would support OC play more strongly than a silo'd mini game. I think OC is clearly different from Narrativist play. The OC player is interested in exploring and developing their PC, but is rarely interested in Dramatic Premise or author stance. I think Anime (& thus Manga) serial fiction is often a very strong influence on this style. The player may well want to explore the background and inner life of their character quite extensively (so in this way it differs from traditional Western pulp/heroic fiction), but rarely wants the character to go through a fundamental crisis that might lead to significant character change. [/QUOTE]
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