One trend in role-playing game publications, from the beginning, is to stuff too much into the pages: design discovered and utilized in play, speculated design, padding, features or content provided by other people, consolidated content for IP purposes, content perceived as “needed” or “people want it,” and more. I find many game texts to be unusable unless I take a fire-axe to them and chop away a considerable amount. Here, I’m not talking about altering procedures except insofar as they may take on new meaning from being isolated or exposed for use. In some cases, especally when the text is especially messy from multiple origins, one might fire-axe it in different way, effectively exposing different games.
I originally presented this idea at the Patreon, but this video is a new edit and I’m not including the old comments. They were good, but it was a while ag and I’d like to address this fresh, especially given the coursework a lot of us have gone through for the past year. The topic is not so much about the historical text I’m chopping up, but about resonant content and the concept of playability, or as I prefer to call it, inspiration.
Furthermore, let’s get away from the idea of one person giving the experience of play to several other people. We’ll keep the idea of one person having primary authority over backstories and situations (locations, et cetera), but that is not the same thing at all. Everyone is playing, which means that certain things are no one else’s authority but yours, and that you’ll be heard when you exercise them. In this context, given what I describe in the video, what might you like to do?