Hamsterprophecy: Prevision

It’s All About Pen, Paper and People.

Archive for July, 2005

Punk Rock Isn’t Dead…

Posted by hamsterprophet on July 6, 2005

…it just put on a suit and went to business school.

Here, RPGpundit sez “While Wizards/Hasbro certainly has a wiser management, it is their willingness to be on the forefront of system that makes them industry leader, and D20 is that system. Its openess to variation, adaptability, and ease of play are what define roleplaying to the extent that most new RPGs out there that are NON-D20 are trying desperately to create systems that nevertheless follow the same basic mechanical structures as D20 (Ie. one streamlined system that can be applied smoothly to all mechanics). Paranoia XP did that, WFRP2 does it, even the new WoD has moved in that direction.”

Now theres an indie credo if I’ve ever heard one. One streamlined system that, y’know, applies to all mechanics in order to create a specific gaming experience. System matters, man.

Does this mean that gamers really do want System Matters-style games, and the big boys and the indies are converging in terms of design? Is it coincidence? Is it the evolution of gaming? The idealist in me says yes! as more gamers realize that a system designed towards specific goals tends to work really well, they’ll start looking towards games designed with goals that they want that may not be D&D. The pessimist says its coincidence, and in 10 years everyone will just play on computers anyway.

Anyway. I think its an interesting comment.

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Practice

Posted by hamsterprophet on July 6, 2005

I recentely picked up a book entitled “Fiction Writers Workshop”, by Josip Novakovich. It’s basically a series of essays on fiction writing, with short exercises designed for you to do to work on different aspects of writing and to keep your skills sharp - basically, to practice.

I’ve started some of the exercises, which are good so far, and have been thinking - what can we do, as designers and as players, to practice role-playing? Primarily, I mean for those who view it as an art form. Artists sketch, writers write short form exercises, actors do scenes and improv, musicians do scales. Are there things that we can do to practice? I know theres been some good Forge threads about practicing for designers, which I’m sure a search in the Theory forum will turn up. But what about for players (including GMs)?

Is making a character practicing? Running through a combat? Creating story hooks? Where does practice shade into prep, or does it? Would practicing role playing make you better at it (I beleive it would, but I’m sure its up for debate)?

I think these are valuable questions. And, how cool would it be if, as a designer, you put a section in your game entitled “How to practice playing on your own so when you play with your friends you will have more fun.” I think that would rock.

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