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RPG Theory
Fear & confusion (split)
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Topic: Fear & confusion (split) (Read 1240 times)
Tomas HVM
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Posts: 244
Fear & confusion (split)
«
Reply #15 on:
May 30, 2004, 11:53:31 PM »
Quote from: Sydney Freedberg
... the GM-to-player, player-to-player interactions work is usually just assumed in game texts and/or transmitted purely by "oral tradition" among gaming groups.
... how do we get away from our wargame roots and change the way GM and players interact around the table in a combat setting?
The "oral tradition" among gaming groups, on techniques of interaction, has evolved on the basis of what those groups can handle. To get away from the limitations of this tradition, game designers must make it part of their equation when creating their games. Smart designers build new methods on the basis of this practise, not deviating too much from it, nor introducing too many new elements, but still applying an active attitude towards it, moulding it to serve their needs.
In order to make the practise change, you will have to focus on the methods of interaction, rather than the mechanics of task resolution. You will also have to keep in mind that this tradition functions very well, making players happy and making it possible for them to create great gameplay. Treat the tradition with respect in your gametext, treat the innate player-abilities (playfulness, imagination, ability to pretend) with the same respect, and be very clear, consise and positive when introducing new ways of doing things. This will make your readers enter new realms of roleplaying with a positive attitude, enabling you to reach your ambitious goals of design.
Many games have left the wargaming roots behind already, to a varying degree, in various ways. It is mostly in the traditional way of handling combat that the old ways linger, in most games and most players, as this is a theme where most players expect to be given the "wargame treatment".
However; there is much to be won in other fields of roleplaying too, by the designer applying an active attitude towards the discourse of play. Social interaction may be lifted to a more interesting and playable level by this change in focus. Techniques which is already a known part of player interaction can be developed to cater for such things, enabling designers to build "traditional" games around other themes than the combat.
I believe players will evolve with the games they are playing. As new games are being created, little by little our roots will be left to fend for themselves in the darkness of remote history. We have to be patient though, believing that the next generation will play RPGs with a somewhat different style from the ones we are playing, and so on...
Logged
Tomas HVM
writer, storyteller, games designer
www.fabula.no
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