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Show 001: Does System Matter?

Here it is:

Show 001:Does System Matter?

Section 1: Introduction

This is where I introduced myself, and explained why I have no business discussing RPG theory or design. I then discussed the goals of the show, which are to be about 90% correct, that’s an A, and to build from the ground up so new folks can learn as we go through shows. The specific theory the show is going to start with is GNS theory and the Big Model as that is what I’m most familiar with. I also let people know that I wasn’t going to edit cursing, because this is a hobby, and I just don’t want to take the time to police that. I think I dropped one F- bomb, and one D-bomb later in the show.

Section 2: Definitions

  1. Rule Zero - The first rule in almost all RPG’s
  2. GM-Fiat - A System where the GM has all control over the fiction.
  3. Agenda - Is being referred to as style, I’ll refine the word when we get to GNS.
  4. Theory Majors - Folks who are already well versed in RPG theory.
  5. Shared Imaginary Space (S.I.S.) - The fiction that is created through play.
  6. Social Contract - Our Relationships, logistical concerns, and expectations.
  7. Big Model - A model for roleplaying theory.

Section 3: Main segment - Does System Matter?

This is where I launch into the main portion of the show. First I discuss various people’s views on rules, then I steal the Troll with a tree story. I use this to launch into a discussion of style conflict. This leads to what System is, and then close with some views on freestyle gaming.

Section 4: Outro

Thanks for listening.

Links:

  • Why System Does Matter: Fun is Portable, by Matt Snyder
  • Sons of Kryos - Gen Con So Cal 2005, Game Design Seminar. You’ll have to look on their page for the three audio files. If I link to them here Wordpress builds an RSS2 enclosure for them, which will make it look like I’m trying to claim they are my podcasts.

Additional Thoughts

So I’m not sure whether I made it clear in the show whether I thought system mattered. I do. I think the definition has changed since Ron wrote that article I link to above. As the term is defined now, it is hard to imagine system not mattering. There are people who don’t play with a well stated system and that works for them. I wonder how their games would change if they took the time to state their rules, or what might change in their opinions of their play if they actually saw some of their unwritten rules verbalized. I know that the idea has changed my thoughts on how I should go about Roleplaying.

Thanks for reading this long post.

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