Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Campbell" data-source="post: 7403385" data-attributes="member: 16586"><p>He's not like wrong to do so. The Standard Narrativist Model basically lays down the framework for what most people in the indie scene at the time saw as <strong>The Alternative</strong> to orthodox 1990's style design. Apocalypse World uses a fundamentally different set of techniques and principles of play. Unlike the clear protagonists with clearly defined dramatic needs that thrown into conflict Apocalypse World places the player characters into a pressure cooker situation where we find out who they are and uses a more naturalistic pace that is centered more on character exploration than conflict resolution. It does so in part by embracing a combination of principles and techniques that are reflective of Story Now games in some places, but in other places are more reminiscent of the play principles and techniques of Moldvay B/X that Vincent Baker cut his teeth on. It also leans on techniques more familiar to the free form community in other places.</p><p></p><p>Back in the day the indie community all questioned orthodox play in basically the same way. What's exciting now is that there's an interest in experimenting with the form in different ways. I love Sorcerer, but I don't always want to play Sorcerer. The sort of experimentation with the form we are seeing with Blades in the Dark, Masks, Dream Askew, Murderous Ghosts, The Quiet Year, and Undying just within the vaguely Powered By The apocalypse sphere is amazing.</p><p></p><p>Note: There is such a wild variety in Powered By The Apocalypse games I would hesitate to address them collectively. It's mostly a design language rather than a family of games. You can't really or at least should not run Dungeon World in the same way you would run Apocalypse World. Same goes for Masks. Or Blades. Or Space Wurm vs. Moonicorn. The only real requirement to be Powered By The Apocalypse is to say you are. It's more like saying you want to be part of a particular design community and culture than saying something in particular about your game.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7403385, member: 16586"] He's not like wrong to do so. The Standard Narrativist Model basically lays down the framework for what most people in the indie scene at the time saw as [B]The Alternative[/B] to orthodox 1990's style design. Apocalypse World uses a fundamentally different set of techniques and principles of play. Unlike the clear protagonists with clearly defined dramatic needs that thrown into conflict Apocalypse World places the player characters into a pressure cooker situation where we find out who they are and uses a more naturalistic pace that is centered more on character exploration than conflict resolution. It does so in part by embracing a combination of principles and techniques that are reflective of Story Now games in some places, but in other places are more reminiscent of the play principles and techniques of Moldvay B/X that Vincent Baker cut his teeth on. It also leans on techniques more familiar to the free form community in other places. Back in the day the indie community all questioned orthodox play in basically the same way. What's exciting now is that there's an interest in experimenting with the form in different ways. I love Sorcerer, but I don't always want to play Sorcerer. The sort of experimentation with the form we are seeing with Blades in the Dark, Masks, Dream Askew, Murderous Ghosts, The Quiet Year, and Undying just within the vaguely Powered By The apocalypse sphere is amazing. Note: There is such a wild variety in Powered By The Apocalypse games I would hesitate to address them collectively. It's mostly a design language rather than a family of games. You can't really or at least should not run Dungeon World in the same way you would run Apocalypse World. Same goes for Masks. Or Blades. Or Space Wurm vs. Moonicorn. The only real requirement to be Powered By The Apocalypse is to say you are. It's more like saying you want to be part of a particular design community and culture than saying something in particular about your game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
Top