Justin Nichol and I continue our discussion, or training, regarding game design. This session (in 5 videos) delves into the way we talk / the way we roll. The topic shifts quite logically from whether & when describing things colorfully works, to gaudy and painful consequences of moment-by-moment decision-making.
I have never thought the fiction-first/mechanics-first distinction to be well-constructed. Even setting it up that way presupposes a bunch of things I do not think are correct. So although you might expect that terminology to appear at many points throughout the sessions, it never does. I hope to show my alternate view through example.
We don't get into much about IIEE (intent, initiation, execution, effect), but if you're familiar with the concept, I'm sure you'll see the groundwork being laid for it next time.
Some of the points are harsh. Wushu gets the hardest hit, as I consider it to be blatantly failed design. Dogs in the Vineyard and Primetime Adventures get examined for whether and when playing them leans into the same trap. I planned to talk about the same issue regarding bonus dice for Sorcerer when I brought it up, but forgot about it and missed the chance to discuss its origin in Champions.
Since my YouTube fu hit a speedbump, in that I haven't yet managed how to make the ending of Vid A flow into the start of Vid B (seriously, how hard can this be?), here are the direct links to the later parts.
The post's lead image is from Heroic Do-Gooders and Dastardly Deed-Doers, a game which isn't discussed in the videos but could have been, as its mechanics about stunting should be compared with those of Feng Shui.