yea bakers how to pbta series was a big influence lol. re: ur thoughts on intentioned spaces, i dont necessarily disagree lol - personally, the games i enjoy, find interesting, & seek to make r all tightly-bound play experiences wherein prameya-danda is minimal. i only devoted a section to it bc to make an actionable model for ttrpgs as a whole, i cant just ignore major scenes in the indie space that follow such a philosophy i.e. osr/nusr & the like. this does make me realize i mb shoulda included paragraph or two on the forge's concept of "fruitful void" bc itd be a v useful comparison/contrast to intentioned spaces - all games (and i mean all of them) are designed with a central void that is filled in the moment, which we call play; i think the question just comes down to whether it is lead by game instruction or by the Player themself
Viewing post in PALARONG MAKINISMO jam comments
Agreed, there's a lot to discuss here, and many types of games under the wide umbrella of RPGs. That's kind of the reason why I aimed my manifesto toward my own methodology at the moment, I've got a friend who has been working on his own taxonomy of TTRPGs, and has a set of structural ideas about what these types of games traditionally have been and what they could be. He's hoping to add a manifesto here shortly. It's a really interesting topic that shows how RPGs (whether live-action or tabletop) are so different to other types of media or social activities.