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Showing posts with the label theory

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...

Inherent Tension

Expanded from my dice.camp thread : Besides the cultural reasons, the fact that violence is employed in games has to do with the fact that it carries with it inherent tension, which is how I'm thinking about design a lot these days. Inherent tension means the very nature of the action your character takes carries with it significant and immediately recognizable risks. A move that lets you research the lore of the world or location or person is useful for the player and the world, but it is not dramatic. This doesn't mean that the lore of the world is meaningless and ungameable, just that it is not going to drive the game forward on it's own. If, however, you need to speed-read an ancient scrolls to find the magic word that will stop the arcane death traps closing in on you, that carries with it inherent tension. I've been moving in the post-apocalyptic design-space for this reason - it carries with it inherent tension. How do I survive? Any character need to answ...