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Tag: theory

Collaboration at the Table

By Kit
|
January 28, 2011
| No Comments
| Game Design

Peter Brook’s excellent The Empty Space has been my reading of late. It’s a wonderful book on theater, but not wholly irrelevant to thinking about role-playing games, either. There are many parallels one can draw between gaming and other media—novels or short stories, plays, improv, movies, TV shows—and much to be gained from looking at […]

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Epic Heights

By Austin
|
January 27, 2011
| 4 Comments
| Game Design

Hey there! My name’s Austin, and I form the third part of Transneptune’s game design trifecta. I got into gaming in high school, starting with Dungeons & Dragons. From there, I spent many winters playing World of Darkness and thinking about a game called Exalted. The latter influenced my game design ideas in pretty big ways, so I’m going to begin with saying that despite its many problems, I do love that game in all kinds of ways. But nevertheless, here are some things I’ve observed about Exalted.

The first thing I noticed about Exalted is the idea of Being Awesome. The Stunt mechanic exemplifies this idea. The concept that player characters should Be Awesome is not an integral part of every game nor should it be. Its sense of whimsical empowerment is particularly unsuited for Noir, Mystery and Survival Horror. But when I was playing Mage: The Ascension and D&D, I was always haunted by the suspicion that the game was promising more than it delivered. D&D may have elves, but when I played it, it was no LoTR. It was just a bunch of morally questionable guys killing orcs and taking their stuff. When I met Exalted, I thought I had found what I was looking for, the Awesome.

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The Role of the Audience

By Kit
|
January 25, 2011
| 4 Comments
| Game Design

Role-playing games traditionally don’t have an audience. Not as such, anyway. Rather, all the participants are audience and auteur. Many indie games (Polaris, Shock:, perhaps even In a Wicked Age) play with the idea of rotating narrative authority, such that at any given time, some of the participants will be audience. Some of these games […]

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Situation, Action, Character

By Kit
|
January 23, 2011
| No Comments
| Game Design

I’ll chime in in kind! I’m Kit. Similar to John, I got my start in RPGs with AD&D years ago, and took a meandering path from there through other games, until I ended up firmly in White Wolf’s World of Darkness territory for most of highschool and college. I had repeatedly skirted the amorphous land […]

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  • Rob Donoghue
  • Ryan Macklin
  • Story Games
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  • Actual Play
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