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Showing posts with the label table-centric design

you can use dnd to play anything

for reasons yet unknown, I will not capitalize the first letter in any of these sentences, unless I want to. calm down. have a snack. call a friend. have you been on RPG social media for more than 3 hours? have you ever seen one of those hot-take thread wherein people list obvious truisms as if they were controversial? have you ever seen one of those people who will spend their days arguing against fictional people? then you've probably heard some version of the following: you don't HAVE to play dnd. there are OTHER games, that do what you want BETTER. they're not really wrong. there isn't a sentiment there that we can make any normative claim against. so what's the problem? it follows a narrative we've discussed previously - the design centric perspective . It's follies are as follows: 1. it gives us a value judgement that tells us that specifically curated, "optimized" experiences, that carries with it the intentions of its authors, ...

Addendum to "Table-Centric Design" - On Mattering

I am extremely pleased and humbled with how many people responded so charitably and kindly to the recent  Table-Centric Design , were I outlined some recent ways I've been thinking about design. I did however, make a tactically beneficial mistake of referencing the recently dug-up corpse known as   "system matters."  Tactically beneficial, because a lot of people responded to it, gave good feedback and better criticism, but a mistake since it might leave people with a distorted impression. This could have made the impression like I don't believe system matters, which is not true. It could also make the impression that I believe the tangential opinion - that system doesn't matter as much as people think it does. I also don't believe this. I am not trying to be obtuse, I swear. System does matter. If you've played games published by other people a lot, you just know it. The pain of a clunky rule that constantly needs to be looked up everytime it is trigg...

Table-Centric Design

Recently, I've been questioning the primacy of "Design" within RPG products. There's a kind of determinism that is generally accepted among RPG folks that Design determines what Play looks like. Listening to some versions of what Game Design is, you'd get the sense that the job of a designer is to manipulate and mind-control the people who play it, and perhaps to teach lessons about some things. If they are correct, and game design truly is a form of Vault-Tec style behavioral control, we might have to ask ourselves if this is even desirable? I don't doubt that design to a certain extent shapes the behavioral patterns and the choices role-players make, but I find that designers more often than not overrate their own presence at the table in a rather self-aggrandizing way. There is a famous, perhaps dubious sentiment surrounding Vampire The Masquerade - that the games mechanics seemed so contrary to the intended playstyle of the game that it is a wonder a...