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Worlds of Design: The Many Shades of RPG Play
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<blockquote data-quote="Lanefan" data-source="post: 7785483" data-attributes="member: 29398"><p>There's a few holes and glitches with that categories table, as I see it.</p><p></p><p>1. <strong>Beat the Bad Guys <==> Save the World</strong> are not opposite ends of the same spectrum; in fact doing one can directly lead to the other! Instead I'd split this one into two, which would somewhat overlap:</p><p></p><p>Beat the Bad Guys <==> Join (or Become; or Ignore) the Bad Guys; and</p><p>Save the World <==> Screw the World</p><p></p><p>2. <strong>GM is God <==> GM is Rules Arbiter</strong> assumes there's a GM at all, which not every system has. So, broaden this one out to:</p><p></p><p>GM is God <==> There Is No GM</p><p></p><p>3. <strong>Hero in Absolutes/Black and White <==> Hero in Shades of Gray</strong> - to reduce the overlap with the next line on the table, replace the word 'Hero' here with either 'Alignment' or 'Ethics' to give something like:</p><p></p><p>Alignment is Absolute/Black and White <==> Alignment is Shades of Gray/Nonexistent; or</p><p>Rigidly Defined Codes of Ethics <==> Ethics Are Shades of Gray/Malleable</p><p></p><p>And there's a couple of other extremes between which lie large amounts of space:</p><p></p><p>4. <strong>Game Mechanics/Rules First <==> Fiction/Story/Narrative First</strong> - do the rules bend to suit the fiction and-or physics, or does the fiction and-or physics bend to suit the rules. (a very simple example: cubic fireballs v spherical fireballs)</p><p></p><p>5. <strong>Hardcore Realism <==> Don't Sweat the Small Stuff</strong> - this one's hard to find terms for, and I'm open to better suggestions; but what I'm after here is the spectrum between these two extremes:</p><p></p><p>Hardcore Realism - tracks every possible resource, plays out the PCs' lives minute-by-minute even if nothing interesting is happening, generally 'gritty' style, etc., very slow pace of play</p><p>Don't Sweat the Small Stuff - skips from exciting scene to exciting scene without consideration of what happens between or how the PCs get there, little or no downtime, lots of GM hand-waving to dispense with minutae and get to the big stuff, very fast pace of play.</p><p></p><p>In fact this last one might broaden out into some sort of pace-of-play/campaign/advancement extremes.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7785483, member: 29398"] There's a few holes and glitches with that categories table, as I see it. 1. [B]Beat the Bad Guys <==> Save the World[/B] are not opposite ends of the same spectrum; in fact doing one can directly lead to the other! Instead I'd split this one into two, which would somewhat overlap: Beat the Bad Guys <==> Join (or Become; or Ignore) the Bad Guys; and Save the World <==> Screw the World 2. [B]GM is God <==> GM is Rules Arbiter[/B] assumes there's a GM at all, which not every system has. So, broaden this one out to: GM is God <==> There Is No GM 3. [B]Hero in Absolutes/Black and White <==> Hero in Shades of Gray[/B] - to reduce the overlap with the next line on the table, replace the word 'Hero' here with either 'Alignment' or 'Ethics' to give something like: Alignment is Absolute/Black and White <==> Alignment is Shades of Gray/Nonexistent; or Rigidly Defined Codes of Ethics <==> Ethics Are Shades of Gray/Malleable And there's a couple of other extremes between which lie large amounts of space: 4. [B]Game Mechanics/Rules First <==> Fiction/Story/Narrative First[/B] - do the rules bend to suit the fiction and-or physics, or does the fiction and-or physics bend to suit the rules. (a very simple example: cubic fireballs v spherical fireballs) 5. [B]Hardcore Realism <==> Don't Sweat the Small Stuff[/B] - this one's hard to find terms for, and I'm open to better suggestions; but what I'm after here is the spectrum between these two extremes: Hardcore Realism - tracks every possible resource, plays out the PCs' lives minute-by-minute even if nothing interesting is happening, generally 'gritty' style, etc., very slow pace of play Don't Sweat the Small Stuff - skips from exciting scene to exciting scene without consideration of what happens between or how the PCs get there, little or no downtime, lots of GM hand-waving to dispense with minutae and get to the big stuff, very fast pace of play. In fact this last one might broaden out into some sort of pace-of-play/campaign/advancement extremes. [/QUOTE]
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