I’m curious, my good man, do you delineate between “designing” and “engineering”?
To me, a designer can’t write a good role-playing scene, but a DM/GM canencourages it from before the game starts by honoring the responsibility to provide a safe environment for RP.
1/x
— Ruty @ Home (@RutyWoot) March 21, 2019
This is where traditional media usually presents a more consistent flow of narrative and pacing. However, traditional media can rarely match the delight of a scene where the role-play is spontaneous and meaningful to those engaged in it.
2/x Perhaps, it’s more appropriate to say that a designer/writer can present ripe situations via story arcs and stakes but the GM’s approach is what enables good role-play among their companions.
By engineering a comfortable environment for those at the table are encouraged to
3/x
— Ruty @ Home (@RutyWoot) March 21, 2019
…open themselves to the vulnerability necessary to reach the heart of those scenes.
This plays out on shows like @CriticalRole, @highrollers, @inkwellsociety, and a host of others, because the players feel safe with each other and…
4/x…the DM that their vulnerability will be appreciated and respected with delicate reverence. At least, that’s my experience and considerations thus far on the psychological nature of your question, as it pertains to designing for RP vs combat.
5/x
— Ruty @ Home (@RutyWoot) March 21, 2019
Gamers desire that elusive connection with each other because it‘s incredibly rewarding & rare. Sadly, many GMs have not stopped to question what you have put forward in their own play.
In gaming, and in life, in order to find the most fulfillment in our experiences, we…
6/x..must consider behaviors we need to exhibit to encourage such experiences.
It is exactly the reason that Pre & Post-game Session 0’s are so important, as they allow GMs and players to communicate expectations and experiential needs across the entirety of the group.
/end
— Ruty @ Home (@RutyWoot) March 21, 2019