Ronnies participants, I'm curious
Troy_Costisick:
Heya Paul,
Quote from: Paul Czege on February 28, 2011, 02:32:14 PM
Ronnies participants,
What did you learn from your participation (completion and submission of a game) in either round one or two of the Ronnies this year? I'm curious.
Paul
I learned that I don't yet have the designer tools to complete my Three Roses project. I still need to grow. For me, this is similar to how Vincent tried to design Dragon Killer, but didn't have the tools yet and designed Appocalypse World instead. So I'm pursuing design with a new game that I think will help get me there.
I've taken the Destiny mechnic from The Sword and The Skull and applied it to my new design, and I'm having much better success with it now. I'm really excited about this new game. I appreciate you asking this question. It's a good one.
Peace,
-Troy
Willow:
Designing is actually pretty easy. It's sitting down to do it that's hard. That's my biggest takeaway.
Ben Lehman:
Quote from: Willow on March 01, 2011, 02:52:21 PM
Designing is actually pretty easy. It's sitting down to do it that's hard. That's my biggest takeaway.
<3 this
Ben Lehman:
Furthermore, I think that a lot of RPG theory is incomplete and, in fact, impossible to discuss outside of the context of game design. Hence, in untitled jeepform, I'm exploring jeep theories by sitting down to design one and, in Beloved I'm really aggressively exploring small-time play, continuous play, self-as-character, the Czege principle, as well as a heaping dose of Premise.
If I sit down and try to express what I mean by "continuous play" people are going to look at me like I'm crazy (rightly.) By writing Beloved, I can make it much more comprehensible "you know how, when you're playing Beloved, you never really stop playing it as long as it's in the back of your mind?"
Thus, I'm less broken up about these games not all seeing final publication than Ron is over here. I think that contest games serve a purpose of furthering RPG theory conversation, and thus the forefront of RPG design, even if the particular games themselves don't see final polish and sale.
yrs--
--Ben
P.S. Just started playing Beloved last night, in a dream. It's that kind of game.
Cliff H:
I learned how "in the box" much of my thinking is regarding many things RPG. Only through participation in the Ronnies (both the initial 24 hours and the development that's followed) have slowly pulled back the veil on a game that discards these assumptions one at a time. And with the feedback often coming with other titles as suggestions, references, and examples, it's increased my exposure to a lot more games, which comes full circle to showing how many assumptions I still hold that aren't necessary. It's been an enlightening process.
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