Something Wicked: Worlds and rules - priorities

Jun 02, 2011 15:27

 Me on design and play emphases, over at Moon Design:

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I should note up front that I’m only speaking on my own behalf and not for Ben, unless I explicitly say otherwise. We get along, but we don’t always think identically, and he’s got his own words. So if anything I write strikes you as horribly awful, you can still have hope for the other ( Read more... )

something wicked, heroquest, rpg

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Comments 4

eynowd June 4 2011, 11:13:04 UTC
It amazes me how often your musings seem to closely parallel the noodlings I've been having ( ... )

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bruceb June 4 2011, 20:21:29 UTC
Happy to goad you, as always. :)

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doctorcaligari June 4 2011, 19:21:12 UTC
Amen. FWIW, I think that the old "crunch" (the REAL game -- i.e. the rules) vs. "fluff" (mere CONTENT) snobbery stems in part from there originally being somewhat less "THERE there" in some of the oldest RPG games, setting-wise ( ... )

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bruceb June 4 2011, 20:25:02 UTC
This particular distinction seems to have been very, very popular right at the outset at the Forge, with a community of folks intensely interested in rules and compact, pressure-cooker play experiences and very much not interested in long-term or slow-paced play or world-building beyond the needs of a moment. That on top of all the history you're already aware of.

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