I. Dear Reader,
So last week, I said that using stats to express your character wasn’t so interesting to me. And I said that I would talk about the technique of differentiating characters that is way more interesting to me: narrative permissions.
I know some people are already bristling at the time “permissions”. So let me assure you, I do not mean that to be taken literally. It’s just a term I’ve heard in game design circles. And I get it: permission sounds authoritative. Sounds like someone is your boss - the GM, the game designer, someone! Bah, who wants that. So if you’re in that camp, here’s another term: toys.
What do I mean? Well, you know when you get excited by a class in D&D or a playbook in a PbtA game? Usually, you’re getting excited about a concept - an opportunity to play with a new type of character that you didn’t think of before. (A Time Wizard? Neat!)
Well, that’s the stuff that “storygames” can supercharge. Designers can design hyper-specific and niche game design concepts that open up directions and dimensions for you to play characters. This might be a character concept (a Brainer???) or just powers, moves, and special abilities (“You can always tell when someone is lying.”). Stuff you read and get excited by and think, “Ooo, I cannot wait to see in this in play.”
Xometimes its mechanical but often it’s not. In a recent playtest, I wrote that one of the pregens could “talk to water”. Instant excitement! What does it even mean? I don’t know! There were no mechanics attached to that. Just a new permission - fictionally, this character can apparently talk to water. It’s just a new toy to play with.
And I think a really exciting character creation process feels like opening a box of new toys. A whole assortment of narrative permissions that I would never have thought of - if the designer hadn’t put it down.
Yours permissively, or should I say toyetically,
Thomas
II. Media of the Week
Bite Marks is right at the top of my wishlist and Dave Thaumavore does a good job of explaining why this game is exciting.
III. Links of the Week
Rae Nedjadi of Sword Queen Games has started a new blog with articles about pinterest as a GM tool, post-colonial design (part one), and three inspiring game design rituals.
Ian Yusem does a deep dive into the numbers and learning of the first Zine Month.
Diana Jones Emerging Designer Program 2022, an award for an up-and-coming game designer, now has a nomination form for you to submit your nominees.
On Polygon, a list of recommendations if you’re looking for games like Bridgerton or Our Flag Means Death.
The Dark Souls RPG designed on top of D&D 5e is apparently not good.
On the Githyanki Diaspora, a play report of the start of a Trophy Gold campaign and it sounds like a lot of fun!
Great article by Jason of Pretendo Games about the three “layers” of rules and why he designs rules-light games.
Aaron Marks writes another insightful essay on being a RPG collector and why we buy games that we don’t play.
IV. Small Ads
All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.
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Hello, dear readers. This newsletter is written by me, Thomas Manuel. I’m half-man, half-beast, half-journalist, half-game designer.
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I like the direction this newsletter has taken recently! Great to see mechanical musings.