I think it’s important with lore and narrative. But everything doesn’t have to be revealed on first page so to speak. It’s really interesting when parts of the lore gets into the light bit by bit. I think about games like Dark souls and such.
Lore really helps me in my solo gameplay, as you stated! Having something to draw on for inspiration is so important in solo play! I look forward to the lore you create for Under Ashen Skies revamp.
Tropes are important in TTRPGs. If you create a setting that is so novel it doesn't resonate with the players, you have failed as a designer.
Once you have found the right tropes, it is simply a matter of presenting them. I prefer a brief bullet-point section of just a few pages. I prefer to convey everything else through character creation and tables. No one really wants to read a world bible before playing nowadays.
I don’t play WH40k but love the world, primarily because I’ve read some books and familiarised myself with lore and some factions (I love me some Black Templars! 😊)
And now, the books and lore are a huge part of WH40k!
When Trench Crusade starting gaining traction I toyed with the idea of getting familiar with the lore and try my hand at some fan fiction, in the same vein as many have done for WH40k. In the end, “other things” got in the way. But fan fiction has slowly been pouring in…and it adds dimensions to the setting and the game itself. Even if you never intend on playing!
Not so much lore as vibes. Let's take Mythic Bastionland for example. The game is about finding omens and resolving the associated myths. You explore the map, encountering these omens rather often (btw. might be a good idea to check it out as you could rephrase omens as memories that you resolve....). There isn't much lore but it still feels good.
A game like Stonetop does this by asking interesting questions about things you encounter as to make it unique and not a loredump.
It's also a matter about oracles and random events or consequences.
A game like public access I think only has 3 moves closely linked to the setting.
Murkdice recently published an article about the conversation at the table and the complex questions you get to ask. I think this is probably what you want from the vibe, answering complex questions, interesting clues and consequences rather than a key without meaning
Many of these kickstarters and other games, are not just providing a game system, it's a whole new game setting to explore. Since the early days of blackmoor and greyhawk, consuming content is the draw.
Video game developers have the same issues. They are busy making more content and not worrying about past content with bugs and other undocumented features.
Content could be new game mechanics in addition to narrative content, more fuel to the fire. We, the players, are looking for new experiences either exploring old content in different ways or seeking shiny.
I think it’s important with lore and narrative. But everything doesn’t have to be revealed on first page so to speak. It’s really interesting when parts of the lore gets into the light bit by bit. I think about games like Dark souls and such.
Lore really helps me in my solo gameplay, as you stated! Having something to draw on for inspiration is so important in solo play! I look forward to the lore you create for Under Ashen Skies revamp.
Your “project” sounds very interesting!!!
Tropes are important in TTRPGs. If you create a setting that is so novel it doesn't resonate with the players, you have failed as a designer.
Once you have found the right tropes, it is simply a matter of presenting them. I prefer a brief bullet-point section of just a few pages. I prefer to convey everything else through character creation and tables. No one really wants to read a world bible before playing nowadays.
Fascinating. Love seeing your process.
I don’t play WH40k but love the world, primarily because I’ve read some books and familiarised myself with lore and some factions (I love me some Black Templars! 😊)
And now, the books and lore are a huge part of WH40k!
When Trench Crusade starting gaining traction I toyed with the idea of getting familiar with the lore and try my hand at some fan fiction, in the same vein as many have done for WH40k. In the end, “other things” got in the way. But fan fiction has slowly been pouring in…and it adds dimensions to the setting and the game itself. Even if you never intend on playing!
For a good look at what this looks like, check out the work of Scannerbarkly - https://youtube.com/@scannerbarkly?si=3K7G7mzT39ls5p8e
Under Ashen Skies... the ultimate box/locked room mystery. Whom are you, where are you, where is water, food, safe sleep?
I want the Rules! I want the story! YOU stuck me here, I want out!
Setting can define the game, or break it beyond fixing. It is not the end all but is important. How important is up to the reader/player.
Not so much lore as vibes. Let's take Mythic Bastionland for example. The game is about finding omens and resolving the associated myths. You explore the map, encountering these omens rather often (btw. might be a good idea to check it out as you could rephrase omens as memories that you resolve....). There isn't much lore but it still feels good.
A game like Stonetop does this by asking interesting questions about things you encounter as to make it unique and not a loredump.
It's also a matter about oracles and random events or consequences.
A game like public access I think only has 3 moves closely linked to the setting.
Murkdice recently published an article about the conversation at the table and the complex questions you get to ask. I think this is probably what you want from the vibe, answering complex questions, interesting clues and consequences rather than a key without meaning
Many of these kickstarters and other games, are not just providing a game system, it's a whole new game setting to explore. Since the early days of blackmoor and greyhawk, consuming content is the draw.
Video game developers have the same issues. They are busy making more content and not worrying about past content with bugs and other undocumented features.
Content could be new game mechanics in addition to narrative content, more fuel to the fire. We, the players, are looking for new experiences either exploring old content in different ways or seeking shiny.