This month has seen numerous attempts to push the boundaries of RPGs and RPG theory. One notable example is Graham Walmsley's on-going series on improv techniques in RPGs. This month he started with being obvious and moved to guarding yourself, discussing both blocking and accepting. Later on he includes more storytelling methods, including reincorporation, setting up routines and breaking them, as well as making platforms
and tilting them.
Also during September, Emily Care Boss brought up how game design can be a form of communication, between designers and to players. Ginger describes how some of the principles of traditionalRPGs apply to online fanfiction roleplay. Jonathon Walton discusses his view of strategy-free RPGs , as a sub-class that he considers under investigated and designed. Over at Theory Decides, Tommi Brander classifies different ways that play can progress, giving three categories of scripted, sandbox, and character-driven. Lastly, FangLangford describes how complications work with his spotlight formulation of RPGs, showing how success can reduce the spotlight, while complications can are balanced by an increase in spotlight.
Friday, October 12, 2007
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