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007 Systems

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Manage episode 400145336 series 3510538
Content provided by The RPG XRAY Team. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by The RPG XRAY Team or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This episode’s topic is Systems. Unlike video games, role playing games separate game engine, game concept and game level into distinct pieces. We dig into the various ways that RPGs split authority for the design of each piece between designers, game masters and players. What effect do these choices have on the experience of the game, and how can you use them to foster great play at your table.
This episode’s hosts:

This episode’s Appendix X

Games discussed in this episode

Games mentioned In passing

The podcast episode delves into the nuances of role-playing game (RPG) Systems, emphasizing the contrast between universal and specialized systems. We compare the experiences provided by generic systems like GURPS with those crafted by more setting & scenario focused games including many indies. We discuss the trend in video games of moving from proprietary to universal engines and relate this to RPG development, pondering whether a generic RPG system can capture the distinct feel of different genres.
We cover the appeal of one-shot games versus long-term campaigns, the enjoyment of learning new mechanics in one-shot games (which often have bespoke systems that enhance the thematic experience). Why is it that once played, the interest in revisiting these games tends to diminish? We chat about whether playing a variety of self-contained indie games or engaging in a traditional extended campaign would be more enjoyable.
The final part of the discussion addresses the design intentions behind RPG systems, particularly concerning homebrew settings and the adaptability of systems for such purposes. We tackle the importance of setting expectations when introducing a new system, emphasizing the need for clear communication abou

  continue reading

15 episodes

Artwork

007 Systems

RPG XRAY

published

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Manage episode 400145336 series 3510538
Content provided by The RPG XRAY Team. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by The RPG XRAY Team or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This episode’s topic is Systems. Unlike video games, role playing games separate game engine, game concept and game level into distinct pieces. We dig into the various ways that RPGs split authority for the design of each piece between designers, game masters and players. What effect do these choices have on the experience of the game, and how can you use them to foster great play at your table.
This episode’s hosts:

This episode’s Appendix X

Games discussed in this episode

Games mentioned In passing

The podcast episode delves into the nuances of role-playing game (RPG) Systems, emphasizing the contrast between universal and specialized systems. We compare the experiences provided by generic systems like GURPS with those crafted by more setting & scenario focused games including many indies. We discuss the trend in video games of moving from proprietary to universal engines and relate this to RPG development, pondering whether a generic RPG system can capture the distinct feel of different genres.
We cover the appeal of one-shot games versus long-term campaigns, the enjoyment of learning new mechanics in one-shot games (which often have bespoke systems that enhance the thematic experience). Why is it that once played, the interest in revisiting these games tends to diminish? We chat about whether playing a variety of self-contained indie games or engaging in a traditional extended campaign would be more enjoyable.
The final part of the discussion addresses the design intentions behind RPG systems, particularly concerning homebrew settings and the adaptability of systems for such purposes. We tackle the importance of setting expectations when introducing a new system, emphasizing the need for clear communication abou

  continue reading

15 episodes

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