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World-Building tips: what does "What is the Game?" mean?
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<blockquote data-quote="magnusmalkus" data-source="post: 7421721" data-attributes="member: 34915"><p>So, I'm reading one of John Four's recent 'Role-Playing Tips' emails which details World-Building In Five Steps (showed up in my email on May 14th 2018).</p><p></p><p>Each step is a question to be answered and the first step is "What is the Game?" and it's the only one I'm confused about.</p><p></p><p>Here's what is written about it: </p><p style="margin-left: 20px"><em><strong>What is the Game?</strong></em></p> <p style="margin-left: 20px"><em>Most world-building methods start with physics, maps, or checklists of topics.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>However, I believe the world is a key game piece that should deeply affect gameplay.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>If you can swap one world for another and gameplay doesn't change much, why bother? If you only need to change the names of the gods and types of coins, why bother putting in the time?</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>In board games, the board itself drastically affects the experience. This is what 'the Book of Lenses' taught me: focus on the amazing and unique experience you want to create with your friends.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>We want more than the Scooby Doo Monopoly versus Spongebob Squarepants Monopoly experience.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>We want Catan versus Jenga versus Gloomhaven.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>I want gameplay in Duskfall to be different from adventures set in the Forgotten Realms, Newhon, or the Hyborian Age.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>So LadySeshiiria, give thought to how your world's gameplay experience could be marvellous and wondrous and unique.</em></p><p></p><p></p><p>This confuses me. <strong>What are the different kinds of 'game' you can have?</strong> </p><p></p><p>Doing some online research, I've deduced three types of games: sandbox (players go where they want, when they want), narrative driven (players propel a story line thru game play) and character development driven (character progression via dungeon crawling/hack n' slashing).</p><p></p><p>Is this what he means? Are there more 'types of games' I'm not finding?</p><p></p><p>Considering who your players are, a successful game would have a mix of game types that would satisfy all people involved. is there more diversity in 'game types' than this? </p><p></p><p>I'm not a terribly experienced player. I have not played in many different types of games. Looking aback, they were all sandbox settings with short and temporary stories (modules) which served to develop our characters; the very three types I discovered in my research. What else is there? I'd like to know and incorporate this information into my home-brew setting designs.</p><p></p><p>Thanks for your time and attention folks!</p></blockquote><p></p>
[QUOTE="magnusmalkus, post: 7421721, member: 34915"] So, I'm reading one of John Four's recent 'Role-Playing Tips' emails which details World-Building In Five Steps (showed up in my email on May 14th 2018). Each step is a question to be answered and the first step is "What is the Game?" and it's the only one I'm confused about. Here's what is written about it: [INDENT][I][B]What is the Game?[/B] Most world-building methods start with physics, maps, or checklists of topics. However, I believe the world is a key game piece that should deeply affect gameplay. If you can swap one world for another and gameplay doesn't change much, why bother? If you only need to change the names of the gods and types of coins, why bother putting in the time? In board games, the board itself drastically affects the experience. This is what 'the Book of Lenses' taught me: focus on the amazing and unique experience you want to create with your friends. We want more than the Scooby Doo Monopoly versus Spongebob Squarepants Monopoly experience. We want Catan versus Jenga versus Gloomhaven. I want gameplay in Duskfall to be different from adventures set in the Forgotten Realms, Newhon, or the Hyborian Age. So LadySeshiiria, give thought to how your world's gameplay experience could be marvellous and wondrous and unique.[/I][/INDENT] This confuses me. [B]What are the different kinds of 'game' you can have?[/B] Doing some online research, I've deduced three types of games: sandbox (players go where they want, when they want), narrative driven (players propel a story line thru game play) and character development driven (character progression via dungeon crawling/hack n' slashing). Is this what he means? Are there more 'types of games' I'm not finding? Considering who your players are, a successful game would have a mix of game types that would satisfy all people involved. is there more diversity in 'game types' than this? I'm not a terribly experienced player. I have not played in many different types of games. Looking aback, they were all sandbox settings with short and temporary stories (modules) which served to develop our characters; the very three types I discovered in my research. What else is there? I'd like to know and incorporate this information into my home-brew setting designs. Thanks for your time and attention folks! [/QUOTE]
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