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Here's a distilled re-telling of something I wrote fifteen years ago in a letter to Loyd Blankenship, and related nonsense I was spouting on convention panels and in emails with friends and colleagues for a few years thereafter. It is, in some circles, mildly infamous, mainly for my determination never, ever, ever to publish it. Ever-ever, amen. As you'll see, it's pretty innocuous. Like the Necronomicon or Monty Python's “Killer Joke,” it's something that's only sinister if you keep it off-stage. I never intended for it to be sinister, it just became so because - well, mainly because one of the nice folks who attended one of the convention panels never forgot it, and brought it up every now and then online. He even offered to pay me to write it into an article, once (guess I should've taken the offer - d'oh). Also, a few colleagues (Bruce Baugh on one occasion, I think, and recently Kenneth Hite) have talked about it to others. So why is it finally here? We'll get to that after. Here goes:
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| If we examine the games and game-worlds that have come and gone, patterns
emerge and it becomes easy to spot dozens of elements shared by those with
the widest appeal. Here are five I consider crucial:
These elements aren't keys to quality ... a game can be crummy with them and excellent without them. They are, though, a useful window into the appeal of RPGs as games, into the conventions of RPGs as a fictional medium, and into the considerations that make the design of a game world a beast distinct from other kinds of world design. |
Okay, the original was a lot longer, a lot ramblier, and went on at the end into some of the many other elements (power-climb, exploring social fantasies, etc). The original was a mess - a fun mess in its way, but a mess, and I don't feel like digging into my archives for it anyway. Worth noting, though, is the absolute lack of the word "the" in the title. There are a lot more than five such elements; these are just five I feel are worth attention in that special tummy-rub way. The reason I'm finally publishing it is because Kenneth Hite is basically outing me on it. I got an email recently from a guy publishing a - I guess a kind of coffee-table book of game-related observations. Mostly pretty basic stuff, but it looks fun enough. Might be a good conversation piece. Anyway, the guy had asked Ken to provide some digestible insights, and Ken told him about this thing (among others), and -- in a nice way, I'm sure -- basically threatened to contribute his own version if I wouldn't agree to contribute mine. I'm pretty sure Ken didn't mean it to feel so ultimatum-ish (Ken maybe just wanted to get me included - we may not be buds anymore but we maintain a mutual respect for each others' writing). But, regardless of intent, it did create a bottom line: see someone else say it, or say it myself. Okay, then. So, that's why it's here. This is the micro-distilled version I wrote by invitation for the coffee-table thing. But why did I never want it to be here - or anywhere? What's so big and scary about yet another pithy, piddly little bullet-list of RPG overgeneralization in a world chock full of 'em? Probably nothing, I know. But ... Here's one reason I'm uncomfortable with it: nobody I've ever told it to seems to get that it isn't about good gameworld design, or at least it isn't meant to be. It's entirely meant as an eye squinted curiously at those things that make a game the most commercially viable, which is - as far as I'm concerned at least - an axis unrelated to a design's value at the gaming table. I'm not an anti-commercial cynic - I don't think commercial viability harms quality, but I also don't think it indicates it. They're different things, easily conflated in advertisements and proselytizing - but beginning back in the day with Loyd Blankenship and continuing to last week with that email from the book guy, this has been characterized/responded to as some kind of game-design or setting-design guide/principle thingy. It isn't one. So, I beg, seriously: take heed of that closing paragraph in the thingy itself. A game can be crummy with 'em and excellent without 'em. This isn't - at all - about quality (the degree to which it overlaps with quality concerns is the question it's meant to stimulate thought on - not any kind of conclusion it's meant to encourage). And yeah, it's an overreaction; I know. But I fret because I love, and gaming's one of the loves of my life (not on the Sandra level, obviously, but she's much cuter than gaming). So there's that. Anyway, hope you like this distilled version because, I gotta say - I think I do, now that it's in front of me. I'm glad it's here, and (despite my kvetching) I'm glad you're here to read it. Hi! |
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------------------ By and Copyright © 2008,
2010 by S. John Ross. ------------------
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