Rickard
Urverk speldesign
I would like to talk about "structures". Humans use structures for all kinds of things; communication, hierarchy, performing tasks, travelling, you name it. Even when we think we improvise (padaia), we still follow structures, only with the difference that they are unspoken. If I ask someone to improvise a story, that person will do it with vague conception of how a story is built, which is experienced from early ages.
Rules (ludus) are nothing more than structures (ludus). Structures however, can be something more than explicit rules. If you want the players to describe their actions in certain way, construct a structure that they must follow. Fill in the following: I'm using my _______ to escape ________ but what I don't know is that _________ is ________. Thinking in structures rather than rules opens up new ways of forming behaviour. Let say. instead of "escape". you have another line but with "fight". Suddenly, you got something that can be taken as two ("freeform") skills in a game. There are several ways in how you use structures to make the players describe things. This is just one simple example.
Another way of creating a behaviour is to make the player learn the system. This is what why I think it's important that different parts of the system should be able to interact with each other. When they interact, a result emerge and the players learn from that. When the players learn, they will adopt to the system, and a behaviour is formed.
/Han som citerar en trådstart han gjort på RPG.net
Rules (ludus) are nothing more than structures (ludus). Structures however, can be something more than explicit rules. If you want the players to describe their actions in certain way, construct a structure that they must follow. Fill in the following: I'm using my _______ to escape ________ but what I don't know is that _________ is ________. Thinking in structures rather than rules opens up new ways of forming behaviour. Let say. instead of "escape". you have another line but with "fight". Suddenly, you got something that can be taken as two ("freeform") skills in a game. There are several ways in how you use structures to make the players describe things. This is just one simple example.
Another way of creating a behaviour is to make the player learn the system. This is what why I think it's important that different parts of the system should be able to interact with each other. When they interact, a result emerge and the players learn from that. When the players learn, they will adopt to the system, and a behaviour is formed.
/Han som citerar en trådstart han gjort på RPG.net