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General Tabletop Discussion
*TTRPGs General
Worlds of Design: Story vs. Gameplay
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<blockquote data-quote="Basic Expert" data-source="post: 9844238" data-attributes="member: 7054049"><p>I take "Story" as the overall fiction that the "Gameplay" creates. In other words: Story is what the game is about. Gameplay is how it goes about it. In that sense, they are both vitally important and which one you start with is less important than them being in sync with one another.</p><p></p><p>Take a Sword & Sorcery game concept. You want to create a game that emulates Conan and similar classic tales of muscle-bound warriors taking on fiendish demons and evil wizards. Great! Sounds like fun! But in writing your rules you happen to make sword-fighting dull and uninteresting and magic fun and powerful. Also sounds fun! But if you continue to think of the game as "Conan-esque", you will be very unhappy.</p><p></p><p>Some game systems are more versatile than others, but most can be adapted to a variety of settings and "Stories" with a bit of work. They solve the same problem in different ways and appeal to those of different tastes. If a system has a combat procedure that you and your group already find fun, then adapting that system to a different setting might be more effective for you than choosing a system purpose-built for that setting.</p><p></p><p>On the other hand, if you look at Traveler vs. Mothership. Traveler is a very robust, highly-detailed scifi rpg with a ton of released content. Mothership covers some of the same ground, but is much less supported, and has an intense focus on a specific-type of scifi horror story. Can you do Mothership-style stories in Traveler? Absolutely. Will it hit with the same effect? Probably not. Can you steal Mothership stuff for your Traveler game and vice versa? Sure!</p></blockquote><p></p>
[QUOTE="Basic Expert, post: 9844238, member: 7054049"] I take "Story" as the overall fiction that the "Gameplay" creates. In other words: Story is what the game is about. Gameplay is how it goes about it. In that sense, they are both vitally important and which one you start with is less important than them being in sync with one another. Take a Sword & Sorcery game concept. You want to create a game that emulates Conan and similar classic tales of muscle-bound warriors taking on fiendish demons and evil wizards. Great! Sounds like fun! But in writing your rules you happen to make sword-fighting dull and uninteresting and magic fun and powerful. Also sounds fun! But if you continue to think of the game as "Conan-esque", you will be very unhappy. Some game systems are more versatile than others, but most can be adapted to a variety of settings and "Stories" with a bit of work. They solve the same problem in different ways and appeal to those of different tastes. If a system has a combat procedure that you and your group already find fun, then adapting that system to a different setting might be more effective for you than choosing a system purpose-built for that setting. On the other hand, if you look at Traveler vs. Mothership. Traveler is a very robust, highly-detailed scifi rpg with a ton of released content. Mothership covers some of the same ground, but is much less supported, and has an intense focus on a specific-type of scifi horror story. Can you do Mothership-style stories in Traveler? Absolutely. Will it hit with the same effect? Probably not. Can you steal Mothership stuff for your Traveler game and vice versa? Sure! [/QUOTE]
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