Rickard
Urverk speldesign
Har egentligen ingenting att diskutera, men tyckte följande artikel på Gnome Stew var intressant i sina påståenden (oavsett om jag håller med om dem eller inte).Finns det något BRP-spel som på riktigt ger stöd för att skapa scenarion och kampanjer? Då menar jag alltså inte två vaga uppslag som går igenom rälsat och sandbox, utan mer specifikt vad det innebär att vara äventyrare, utredare eller hemlig agent i just det här spelet - och specifikt vilka faror, problem eller mysterier RP förväntas ta sig an.
Game designer and publisher, Jason Pitre, in his blog post on the four structures, defined Situation as: …the inciting incidents and the purpose of play. This is all about why you are playing the game, why your characters matter in the setting, and why the system will help them shape the narrative.
In other words, the situation is what the characters do in the game. What is the game about, session to session?
Building off of that, broad games are ones where the game loosely defines or does not define the situation of the game.
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here are plenty of games like this – D&D, Numenera, and Call of Cthulhu are all examples. They are all games where you can do many different things all in the same ruleset and setting.
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Narrow games are ones where the game has a specific situation. The more specific, the more narrow the game. Many Powered by the Apocalypse (PbtA) games are like this. They are designed to do a specific thing.
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While games may be broad or narrow, campaigns, on the other hand, need to be narrow. In order for the GM to know what to prepare, and for the table to have a shared understanding of what is going on, you have to define a more narrow situation for the game.