"the clearest exemplars of the Traditional style came from ... WOD ... expressly pushed for a story-first agenda."
So, "Trad" means "story-first" which differs from "storygames."
"the clearest exemplars of the Traditional style came from ... WOD ... expressly pushed for a story-first agenda."
So, "Trad" means "story-first" which differs from "storygames."
Of course the most successful games also have the most budget for art and layout, reinforcing their status.
Of course the most successful games also have the most budget for art and layout, reinforcing their status.
I bet if they packaged it as a card game instead of tables, with a final round that sums up how the characters perform in their actual adventure, it would totally work.
I bet if they packaged it as a card game instead of tables, with a final round that sums up how the characters perform in their actual adventure, it would totally work.
Even without the full life path, you can define a little history, e.g. D&D's backgrounds or Rolemaster's training packages. Where did you apprentice? Where did you grow up?
Even without the full life path, you can define a little history, e.g. D&D's backgrounds or Rolemaster's training packages. Where did you apprentice? Where did you grow up?
But also, their advice is diametrically opposed to the way I work as a GM, and what I want as a player. I want a well-defined world to be explored, not just a series of episodes creating the illusion of one, even if it's a good illusion.
But also, their advice is diametrically opposed to the way I work as a GM, and what I want as a player. I want a well-defined world to be explored, not just a series of episodes creating the illusion of one, even if it's a good illusion.
Boiled down that way, it's not surprising that the tropes are about having 1) objectives, 2) danger, and 3) rewards. Those requirements arise pretty naturally.
Even if you stay in your home city, you tend to "go to a place" to do things.
Boiled down that way, it's not surprising that the tropes are about having 1) objectives, 2) danger, and 3) rewards. Those requirements arise pretty naturally.
Even if you stay in your home city, you tend to "go to a place" to do things.