SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

You heard me :)

Started by GRIM, February 09, 2007, 10:12:46 AM

Previous topic - Next topic

Abyssal Maw

Quote from: GRIM1. Because it's fun.
2. To find new, better or more interesting ways of doing things.
3. To fulfil that creative urge to the best extent.

Because it's fun.. sure. But I just question how much fun it really is.
I mean, the actual gaming part, I get. That's totally fun. But game design? Is sort of a lonely fun. I guess it used to be more fun back when you could declare yourself an amateur psychologist and all. I hear that's turning out a lot less fun this year.

For point 2, my assertion is that the finding stuff, and making new ways for things to work..  is just work. Isn't it? Maybe I'm wrong about that. I wrote a whole system for racing chariots one time for a game. The fun part was when we actually used it.

And for the third part, I would concede it to a point. Amateur game design is a way (amongst many ways) to be creative. This ties back to your first point. If there's any fun in game design at all, it has to be in this.

But really, I want to put forth my hypothesis that the real creativity is not in the structures and systems, it's in the content. Thats the guys who sit down and make maps, or create a cast of characters or design scenarios or whatever. What used to be called "Setting design" (and is now pretty much just tossed aside, because "system matters soooo much") is where the real artists (freelancers, graphic artists and all those guys) pretty much live. It's very much out of vogue.
Download Secret Santicore! (10MB). I painted the cover :)

GRIM

I see system and setting as part and parcel of the same intersupporting thing.
Reverend Doctor Grim
Postmortem Studios - Tales of Grim - The Athefist - Steemit - Minds - Twitter - Youtube - RPGNOW - TheGameCrafter - Lulu - Teespring - Patreon - Tip Jar
Futuaris nisi irrisus ridebis

Blackleaf

Quote from: Abyssal MawWhy do people have to be constantly designing new games? I don't see the point. All that time designing these little pointless games is time you could be spending actually being part of the hobby.

I don't see the point in replying to threads in a Game Design and Theory Forum trying to convince people they shouldn't be designing games or discussing game theory. Wouldn't that time be better spent doing something else? :confused:

flyingmice

If nobody is designing games, then no new games get created - fine for you, but what happens when the current crop of designers dies? THINK OF THE CHILDREN, MAN! :O

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Abyssal Maw

Quote from: StuartI don't see the point in replying to threads in a Game Design and Theory Forum trying to convince people they shouldn't be designing games or discussing game theory. Wouldn't that time be better spent doing something else? :confused:

I'll break it out for you: My disagreement has to do with the origins of the poster:

In music, the entry level for creativity is having your own band. That's the point of the original poster. Also, although it remains unstated, that poster does not imply any kind of public consumption. When d. boon from the minutemen talked about there being a garage band on every corner, he didn't imply that they'd be out trying to sell records. This was about expression first.

But in roleplaying games, this doesn't follow. Designing a game is emphatically not the entry level of creativity. Also, I question whether designing a game is truly a creative path at all, rather than just the intermediary step onto becoming a salesman.
Download Secret Santicore! (10MB). I painted the cover :)

GRIM

The entry level is consumer.
Part of the point of punk was the DIY ethos, and I think that's always been somewhat present in RPGs.
Reverend Doctor Grim
Postmortem Studios - Tales of Grim - The Athefist - Steemit - Minds - Twitter - Youtube - RPGNOW - TheGameCrafter - Lulu - Teespring - Patreon - Tip Jar
Futuaris nisi irrisus ridebis

Blackleaf

Some people make games and give them away for free.  

(I'm not saying game design is like punk.  That's someone else's argument. ;))

TonyLB

GRIM, Stuart:  Ignore the nay-sayer.  Design a game.  He can't stop you, or even slow you down, unless you let him.
Superheroes with heart:  Capes!

Zachary The First

If we're going with just the 3, why not a game of court intrigue, where the players are courtiers attempting to levy influence/push an agenda?  Each player prioritizes 3 attributes:  Wit (used to deliver a cutting remark or see through a nefarious plan), Station (used for political punch and to control what or whom is fashionable at the time), and Physique (how good you are at the equestrian arts, duelling, and the like).
 
So a courtier of great wit, middle station, but poor physique would have a d20 in Wit, a d10 in Station, and a d6 in Physique.  A courtier of average wit, great phsyique, but poor station (a landless knight or petty rural noble), would have a d10 in Wit, a d6 in Station, and a d20 in Physique.
 
Whenever there's a conflict, either the players (if contested)  or the GM (representing the other faction, though I suppose you could just as easily not have a GM) roll off, highest roll winning.  However, every time a player calls on an attribute during a session, it Taxes it, meaning a -1 to their next roll (for a minimum of 1).  (The body wearies, the station becomes undignified/weakened with too many favors asked/called in, and given too long without rest, the tongue stumbles).  Taxing should reset each session.
 
And that's it for that.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

TonyLB

Zachary:  Rockin'!  I like the Amber-esque way in which any two people will likely each have a specialty in which they outshine the other ... so that some of the challenge (when you're just trying to win, as opposed to husbanding your resources for later victory) will be trying to frame a conflict in ways that play to your strengths rather than those of your opponent.
Superheroes with heart:  Capes!

Abyssal Maw

Quote from: TonyLBGRIM, Stuart:  Ignore the nay-sayer.  Design a game.  He can't stop you, or even slow you down, unless you let him.

Well, duh. I can't stop anyone. I'm just questioning the point of it.

I like when Tony starts to panic. :)
Download Secret Santicore! (10MB). I painted the cover :)

David R

Zachary, this sounds like a damn cool idea. Just rewatched the TV mini series Elizabeth...so courtly intrigue is definitely one of the things my players want to do some time soon...although they want it set, either in Burma (Siam) or India...:D

Regards,
David R

Zachary The First

Well, hey, I'm glad a couple of you like it.  Courtly intrigue is always fun...I always thought something around the time of Henry VIII be a blast.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

kregmosier

QuoteWhy do people have to be constantly designing new games? I don't see the point. All that time designing these little pointless games is time you could be spending actually being part of the hobby.

designer as outsider and non game player??  OH, you might be thinking about that other site.

Next up:  heading to the Blogs to ask people why they bother posting stuff...
-k
middle-school renaissance

i wrote the Dead; you can get it for free here.

Abyssal Maw

QuoteNext up: heading to the Blogs to ask people why they bother posting stuff...

Well, the more accurate way of putting it, would be to show up at places where people are happily blogging and try to convince them that instead of blogging, they should be creating new types of blog software.

Wait, is that not getting through? That's my fucking point, right there.
Download Secret Santicore! (10MB). I painted the cover :)