Конспект ответов Джонатана Твита
Мой конспект ответов Джонатана Твита на вопросы пользователей Reddit
www.reddit.com/r/IAmA/comments/3oq1iy/im_rpg_designer_jonathan_tweet_lead_designer_on/
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A:Tabletop RPGs used to be the only way to play a wizard and kill a dragon. Now you can do that in full color on a computer screen. Tabletop RPGs are still the only way to make up all your own stuff with your friends without any preset limits to your experience. That's what I think RPGs should emphasize, and that's what Rob and I emphasize in 13th Age.
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A:The problem I had with the class name «thief» is that it encouraged players to take time away from what the party wanted to do and the steal the spotlight for distracting thieving mission. D&D works better when the party works together, and the thief was likely to work independently. We focuses on combat because that's something that the entire table can join in on and do together. (При разработке 3 редакции D&D) Every table is different, but that was our thinking.
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Q:2. Are there any pen and paper rpg systems that you love/wish you would have created?
A:2. Apocalypse World is amazing, but I don't think I ever could have invented it. I'm proud that my work years ago has inspired game designers to do all sorts of new and wonderful things, and in fact these new designers have taught me a lot about RPG design.
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Q:In an age with amazing, quickly evolving video game technology, what do you think it is about tabletop games generally that has made them withstand the test of time and will it continue?
A:The social element is the blessing and curse of tabletop games. It's a blessing because being the same room with your friends is better than being in front of a screen. It's a curse because it's easier to sit in front of a screen than to gather with friends. It's people that make tabletop games compelling. We are social animals.
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Q:What are your top 3 favorite RPGs, excluding those you had a hand in making?
A:Call of Cthulhu. Can't really play it as written but it taught me a ton about RPG design.
Apocalypse World. Really smart, cuts to the chase, efficient resolution system.
Hillfolk/Drama System. I've only played it once, so I can't be sure, but it looks like a great system, and it taught me that your character's main personality trait should be on a «pole» (e.g., honorable versus pragmatic) rather than on the end of a pole (e.g., just honorable).
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Q: Which of your creations/projects are you most proud of?
A: <...>For games, Over the Edge is the one I'm most proud of because it was such a fresh take on RPGs. It inspired Jason Morningstar, Ron Edwards, Vincent Baker and other great game designers whose innovations surpass my own. It's also the game that I designed for myself instead of for a buying audience, to it's special to me.<...>
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Q:1) What do you feel is the biggest missed opportunity in RPG history?
2) Over the course of your career, what has changed most about the process of making an RPG? What do you see changing in the future?
A:1)The US missed out on LARPing. LARPs are big in northern Europe, and there's great stuff coming from there. But in the US there was official resistance from TSR to doing anything like LARPing. TSR was addressing the fear that players who acted in character would lose their minds. Big missed opportunity.
2)RPGs used to simulate worlds. Now they enable experiences. RPG design used to be about figuring out how to model magic or combat or experience. Now it's about how to draw certain creative and emotional experiences from the players. See Sorcerer, Apocalypse World, Polaris, My Life With Master, etc.
www.reddit.com/r/IAmA/comments/3oq1iy/im_rpg_designer_jonathan_tweet_lead_designer_on/
***
A:Tabletop RPGs used to be the only way to play a wizard and kill a dragon. Now you can do that in full color on a computer screen. Tabletop RPGs are still the only way to make up all your own stuff with your friends without any preset limits to your experience. That's what I think RPGs should emphasize, and that's what Rob and I emphasize in 13th Age.
***
A:The problem I had with the class name «thief» is that it encouraged players to take time away from what the party wanted to do and the steal the spotlight for distracting thieving mission. D&D works better when the party works together, and the thief was likely to work independently. We focuses on combat because that's something that the entire table can join in on and do together. (При разработке 3 редакции D&D) Every table is different, but that was our thinking.
***
Q:2. Are there any pen and paper rpg systems that you love/wish you would have created?
A:2. Apocalypse World is amazing, but I don't think I ever could have invented it. I'm proud that my work years ago has inspired game designers to do all sorts of new and wonderful things, and in fact these new designers have taught me a lot about RPG design.
***
Q:In an age with amazing, quickly evolving video game technology, what do you think it is about tabletop games generally that has made them withstand the test of time and will it continue?
A:The social element is the blessing and curse of tabletop games. It's a blessing because being the same room with your friends is better than being in front of a screen. It's a curse because it's easier to sit in front of a screen than to gather with friends. It's people that make tabletop games compelling. We are social animals.
***
Q:What are your top 3 favorite RPGs, excluding those you had a hand in making?
A:Call of Cthulhu. Can't really play it as written but it taught me a ton about RPG design.
Apocalypse World. Really smart, cuts to the chase, efficient resolution system.
Hillfolk/Drama System. I've only played it once, so I can't be sure, but it looks like a great system, and it taught me that your character's main personality trait should be on a «pole» (e.g., honorable versus pragmatic) rather than on the end of a pole (e.g., just honorable).
***
Q: Which of your creations/projects are you most proud of?
A: <...>For games, Over the Edge is the one I'm most proud of because it was such a fresh take on RPGs. It inspired Jason Morningstar, Ron Edwards, Vincent Baker and other great game designers whose innovations surpass my own. It's also the game that I designed for myself instead of for a buying audience, to it's special to me.<...>
***
Q:1) What do you feel is the biggest missed opportunity in RPG history?
2) Over the course of your career, what has changed most about the process of making an RPG? What do you see changing in the future?
A:1)The US missed out on LARPing. LARPs are big in northern Europe, and there's great stuff coming from there. But in the US there was official resistance from TSR to doing anything like LARPing. TSR was addressing the fear that players who acted in character would lose their minds. Big missed opportunity.
2)RPGs used to simulate worlds. Now they enable experiences. RPG design used to be about figuring out how to model magic or combat or experience. Now it's about how to draw certain creative and emotional experiences from the players. See Sorcerer, Apocalypse World, Polaris, My Life With Master, etc.
2 комментария
Ну вот, а я-то верил, что серьёзные гейм-дизайнеры не интересуются всякими наколенными недоделками.