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Post has attachment is a great place to discuss RPG design philosophy, especially Tabletop RPGs.

I recently started up a thread of "My Approach to the topic of Advancement". I am designing a Tabletop RPG system & setting.

If anyone is interested in following my work:

Hi guys, I am new here.

Just wanted to ask about the sorts of stuff you like to discuss here.
I am currently working on my own RPG rule system & setting. This is teaching me a lot about RPGs.

Anyhow, nice to meet you all :)

Having a conversation about RPGS with +Douglas Quinn. And we ran into an interesting topic. Doug would really like to run Midnight (dark fantasy setting), But every time he tries the players treat it like "D&D". The system is d20. is this a symptom of not getting the differences across (although he stated he explained how different it is). Is it The system, using the system as D&D puts the players in that mind set. Or is this the players and the GM wanting to play two different games?

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Posted this publicly, but thought I'd drop it here for later discussion.

Currently pondering extrinsic and intrinsic motivation at the game table for both players and GMs. #rpggamephilosophy 

One of the most interesting things about FATE-based games and other games that firmly establish a decisive demarkation between player and character is that while they break player-character immersion and change the parameters of play based upon table/group consensus they may actually encourage Flow during gaming sessions; Flow being best described as complete player immersion in the game experience without having dissonant events occur that ruin that immersion, and without being aware of the passage of time or of personal needs.

"Games are based on models of the real world. A game may be regarded as a dynamic model of reality in which the model provides a representation of reality at a particular period of time. This is know in the academic literature as an operating model, as distinct from verbal graphic, mathematical or physical models. It is also important to note that the modeled reality may be hypothetical, imagine, or fictional as if often the case in games like Dungeons and Dragons and video games like the Halo series." - Karl M. Kapp, The Gamification of Learning and Instruction

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Another model in development: The RPG Component Model View, showing Internal and External components. WIP. PDF can be downloaded from

This is intended to examine the various parts that go into what actually defines what a roleplaying game is.

Interesting definition of a game I came across today in my research:

"A player gets caught up in a playing a game because the instant feedback and constant interaction are related to the challenge of the game, which is defined by the rules, which all work within the system to provoke an emotional reaction and, finally, result in a quantifiable outcome within an abstract version of a larger system" - Karl M. Kapp, The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education.
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