I really like the article but agree with you on the Story Games. My understanding of story games is that they are not Story Now, and in fact play quite differently from role playing games, though share DNA. In a story game, players often know the end result and are playing to see how this happened. The mechanics of the game revolve around players "competing" or claiming narrative control, and then depending on the system, this can be allowed to become part of the fiction or not. There is roleplaying, but it's often timed and characters in the drama can be shared around. There may be time jumps, as players might decide to role play out a scene from centuries past that impact the current situation, as an example.I don't think that the author really describes Story (Now) Games all that well, as they devote considerable time simply quibbling about the Forge (e.g., terminology), the Big Model, and Ron Edwards rather than elucidating on the creative focus of Story Games.
I follow that blog. It was an interesting breakdown. I am not sure I have fully internalized all of his groupings yet (finding I get a little hung up on his choice of labels). It is very tough to say. Definitely OSR and classic are an influence. Ravenloft is a big influence and shows up in odd ways. I don't know about neo-trad. There are elements I share with it, but I think it might be on a slightly different track. I would say what I bring is a sense of the players actions leading to the story (but bound by their in game abilities), and a kind of embrace of chaos---I love evil parties who want to take over, and while it isn't a cake walk, I don't make that stuff impossible. I love campaigns where players identify some area they want to ascend in (an institution, a region, etc). I do tend to be very by the book. I don't think that is necessary for every GM. But I like going by the book so when lives are on the line it is a more natural proceeding. I have been known to slow down play more in those moments to check rules, to make sure I am applying them exactly as written. Again not to rules lawyer but to be fair when important things are being handled. I also tend to go into accountant mode: my voice becomes very neutral. I am simply tabulating and checking. Players have commented on this enough I know it is something I do (I remember one player barely noticing I told him he was almost dead, because my tone didn't change)BRG and estar - 2 parts OSR, 1 part Classic, 1 part Neo-Trad
FYI for users in this thread.
This extremely well-conceived and robust taxonomy of "cultures of play" (play priorties/styles) was just linked to in General. It looks absolutely great to me.
I'm in pretty robust agreement. My only quibble with it (as I put in the other thread) is "Storygaming." I think the blog author would have been better served using "Story Now" instead in his taxonomy. He captures much of the central ideas, but riding right alongside coherence around premise/dramatic need is the "Play to Find Out" priority. That is absolutely fundamental (if not paramount) and right there as a/the core tenet from Baker's Dogs in the Vineyward (Forge) to his post-Forge Apocalypse World. Sorcerer, My Life w/ Master, Blades in the Dark etc etc all feature this is the co-apex play priority (along with coherence around premise/dramatic need). The Forge was basically a reaction to "Story Before" gaming culture so "Story Now" is, in my mind, the most quintessential Forge offering.
I wonder how @Bedrockgames , @estar , @Emerikol , @Lanefan , @Imaro , @Maxperson , would classify their games using that taxonomy.
My general sense is it would be something like this (this is not remotely scientific obviously):
BRG and estar - 2 parts OSR, 1 part Classic, 1 part Neo-Trad
Emerikol - 2 parts Classic, 1 part Nordic Larp, 1 part OSR
Lanefan - 2 parts Nordic Larp, 1 part Trad, 1 part Classic
Imaro and Max - 2 parts Neo-Trad, 2 parts Trad
For reference when I run D&D (and derivatives) its basically:
Modvay Dungeon Crawls - 4 parts Classic
BECMI/RC Hexcrawl - 2 parts Classic, 2 parts OSR
4e - 2 parts Story Now, 2 parts Classic (though 4e-ified)
Dungeon World - 3 parts Story Now, 1 part Classic (though DW-ified)
Torchbearer - 2 parts Classic (though TB-ified), 2 parts Story Now
Appreciate it, hope it useful in some small way.Thank you for the full response.
I think is it well written and well considered and it like other similar well written and well written posts misses what I consider to be an important point.What do you think that blog post’s taxonomy of Culture’s of Play?
So first off, I am well aware that my views on the nature of tabletop RPGs not shared by many in the hobby or industry. Also my strong opinion that any general description should be useful for hobbyists trying to figure out something fun to do.Do you think it captures your play (if you had 4 parts)?
Yep, and the same can hold true in the game world.That sort of thing, yes. I'm not surprised to see maps in there, and their use to resolve travel.
Picking up on a couple of the other things - cosmology and deities to give religious PCs something to work with; history to show how things got to be what they are - there seems to be a heavy emphasis here on not just what there is but knowing, in advance, how it got there.
To think about how a different approach might work, consider the following:
* In the real world, the way that we establish historical facts, and even more cosmological facts, is to look at what there is and to reason back from it to probably causes, with that reasoning informed and constrained by our best accounts of the relevant causal processes;* Sometimes we don't know;* Sometimes we discover new things that are and these force a revision of our historical conjectures, and perhaps even a revision of our accounts of the causal processes.
Agreed, and this is easy enough to reflect in the setting history as well.None of those facts about how humans work stuff out about the world they live in gives any reason to think that the world is inconsistent. It just means its complicated and we don't know everything about it that there is to know!
A player making up a deity on the fly won't happen here; deities (other than very minor local variants) are something I lock down in advance as I've designed a plug-and-play universal cosmology for use across all my games. Work done once that never needs doing again - my favourite kind.Now imagine adopting a similar sort of approach in establishing a RPG setting:
* Eg a player chooses a god for his/her religious PC, based on what s/he thinks is cool or genre appropriate or whatever - now we know that that god is party of the setting;* Maybe another player writes up some backstory for his/her PC which refers to a time spent in exile in The Barrens, so now we know that place exists;* Etc, etc.
What I've found - much to my joy - is that having a DM-side history at least somewhat nailed down can quickly and easily become a near-bottomless mine for adventure and-or story ideas, should I need them.Of course it won't work if our processes for working out what happens now rely upon all that background/historical stuff as an input. But they don't have to. Other processes are quite possible and can work quite well.
No big deal.SPOILER ALERT
Apparently my 2021 Dungeon World Tender Profile would contain:
* I like latitudinal rivers, mountain ranges in the top left, and home steadings at the base of those mountains.
Interesting article, for sure. Thanks for the link!This extremely well-conceived and robust taxonomy of "cultures of play" (play priorties/styles) was just linked to in General. It looks absolutely great to me.
Er...maybe? On reading the article I see my/our games somewhat relating to four out of six of the categories, largely eschewing those the writer calls Story Gaming and OC/Neo-trad.Lanefan - 2 parts Nordic Larp, 1 part Trad, 1 part Classic
Just for giggles I made my most recent campaign map a southern hemisphere one. So ocean then desert in the north and mountains in the south. The action still happens in the middle though.No big deal.
Look at how many - and I mean there's loads of 'em - fantasy novels where the map at the front has mountains to the north-ish, ocean to the south-ish, and the area where most of the action occurs is in between.
The southern hemisphere is no doubt a pretty strange place.Just for giggles I made my most recent campaign map a southern hemisphere one.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.