@BrubruGeek@jesseschell 1) Anyone interested in ludology generally (and even TTRPG designers) can benefit greatly by reading him. Want to make it clear upfront that ANY framework and definition of games inevitably excludes swaths of games. Which he admits himself and thus places his ontology as fuzzy.
@BrubruGeek@jesseschell 2) Getting to it, the concept of space as presented needs a fairly radical retune and or different perspective rewrite to match TTRPGs. The reductionist 0-dimension explanation (simple mental space) doesn't reflect the actual reality of play and experience.
@BrubruGeek@jesseschell It's especially a need in the types of game spaces list and conception. So by his own advice, we should chuck it out and replace/repurpose it to match our domain.
@BrubruGeek@jesseschell 3) A bit less severe of a retune, perhaps more of a refocus, objects and attributes function in a distinctly different way than in video games and most board games. Most on BG but the exceptions are notably reputed to be like RPG hybrids or have certain RPG-ish traits.
@BrubruGeek@jesseschell 4) States are a weird case. In some ways, they explanation is a perfect parallel (especially for things like HP, wounded statuses, etc). But it is expressed too narrowly to encompass the possible states and state functions in a storytelling or roleplaying game.
@BrubruGeek@jesseschell 5) Actions are a split instance entirely. The point about verbing is FANTASTIC and so painfully applicable to TTRPGs it should be written is 60 pt bold font at the beginning of every book on RPG mechanics. But the framework of operative and resulting is only vaguely fitting.
@BrubruGeek@jesseschell Actions would need to be reframed in some way that is inclusive of narratives. In *our personal subjective house opinion*, we believe TTRPG actions would be better phrased in terms of who and how the actions impact play. That would still fit broadly gameplay but also TTRPGs.
@BrubruGeek@jesseschell Whether cards, board games, TTRPGs, video games, or so on, whether an action impacts the player (and whether it is protective/defensive/entrenching or shifting/deflecting/flipping or aggressive/impeding, etc) really informs a ton of play feel and experience.
@BrubruGeek@jesseschell OK, done now. The overall perspective and philosophical differences are clear enough. And again, not at all dogging his work. It's great work. It is just sometimes not a great fit as-is for TTRPGs. But it's certainly insightful and can be hacked into a TTRPG build. Back to you.
Not usually jerks but: Watching new TSR burns themselves in a clumsy media blitz after we called them out on weak marketing & brand awareness + bad customer relations. (Their ego heard the nobody knows they exist part but missed the get a marketer & customer service parts. Oops.)
How they come across like transphobic trash, miserable self-parodying grognards, and generally clueless embarrassing grandpas is just... just a thing of beauty.
One of the few times you'll see us throw such harsh and unqualified shade.
Created & Written by Rev. Casey
Based on Revisions and Project Management by Jim Liao
Consulting by Leah Cohen and Yvette White
Playtest Management and Consulting by Liv Millspin
A consolidated #WIPWednesday thread of our #TTRPG efforts. Because we are, uh... busy...
1) Motif World Engine update in playtesting as the last stage before release. 2) Motif Character Engine update in progress. 3) No Angels Live Here update draft sent to playtesters.
4) NEVER Stop Smiling revised update sent to playtesters. Hope this build works better than the last release update draft (which was... fine... but lacking). 5) Like I Give A BLEEP update in progress. 6) Report compiled and update outline & notes for We Came In Peace update done.
7) Animatica update/reboot placed in the queue and update outline & notes revised. 8) Granny: The Chosen One release candidate playtest reports received and awaiting review. 9) Creating the Creator release candidate playtest reports received and awaiting review.
An aspect of #TTRPG theory and modeling not examined enough: The role of dismantling party balancing and roles in some modern game design in reactions to it. It started with late 80s thru early 90s designs where individualized concepts were emphasized. 1/1
World of Darkness is the iconic example. A lot of build flexibility and individual concept focused creation. BUT they still fell into an RPG design mode where the games still necessitated a balance of roles in a lot of practical play. More flexibility to it, but still there. 2/2
You still needed your bruiser, your face, etc. Probably most prominently in Werewolf where a mediocre build can mean being useless or getting smeared. But still, WoD and it's era brethren were a step away from the class system. BUT the class system is only a blunt expression. 3/3
We're all grabbing extra couple hour naps. Because guess who's running an all-nighter again? That's right! Your beloved Rev, Leah, and Liv! They will be grouping together in chat again to get the Motif World Engine update, Creating the Creator, and Granny: The Chosen One out!
Plus get the ball rolling on a few other releases in the queue, like Our Dark Lord, about playing veteran minions/supervillain middle management and their lives.
We've gotten over our twittering giggles and are not getting back on task. I just looked at the queue. I'm pretty sure we are not well. Because that's a stupid long queue. Credit to Liv, she is blasting through playtesting reports and compiling summaries.
A big problem we see in the TTRPG scene, well beyond edition wars, is a bizarre unwillingness to discuss or unpack some things. You can't criticize certain safety tools (not as safety tools, but even as a specific tool and in its own terms/context). (1/4)
We're all queer, but we dread being honest about a bunch of queer themed TTRPG stuff. A couple of us have already enjoyed brigades and backroom blackballing over expressing our reservations and distaste in cases. (2/4)
Rev is loosening up without the influence of Jim and may yet let us freely get it off our chests. But he's justly conflicted. Worried it will get too much traction and become a distracting focal point. Worried about the brigading. Worried about turn the brand too negative. (3/4)