the blight channeler sheet & the blight channeler rulestext contradict each other on what intellect does for spellcasting - the sheet says it only gives bonus dice equal to half the intellect score, while the rulestext says it gives one die per point in intellect. which one takes precedent here?
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i wasnt necessarily tryna focus on discourse vs design cuz i dont see them as separate; design is a kind of auto-discourse, ur game exists in dialogue w all other games in existence & so as u design a game, u discuss internally the linkages, the comparatives, the contrasts, the theses & anti-theses. defo coulda made that more clear tho
on the prime questions, those r the essence of it yea. prameya isnt strictly prior knowledge - its just first ideas, which are informed by past and presents social contexts bc im a communist, further clarified and detailed by corroborations between things (i,e, danda). i took the terms from wtf, in part cuz i thought it was funny, and in part cuz theyre suitable labels for the general creative matter which play is built out of; in their og context, they referred to the setting and by extension reality of the game itself—prameya as base setting elements, danda as additional detailing sourced from other players. thus, better questions for both would be "what are the fundamental ideas (prameya) this game coaxes out of the Player" and "what are the kinds of clarifications and additional details (danda) does it corroborate with the Player/what clarifications & details does it need corroboration on".
ill also note that outputs need not be what a game promises - though unequestionably, a designer should align a game's actual outputs with its promised outputs. the outputs just have to be whatever play experiences are produced by the processes; this is how you get game-breaking exploits and games that dont live up to their premises (which isnt always the same as player expectation)
on flow vs look, the point was to not look at this oppositionally, but rather to reify components of play that every instruction directs - how play goes and how play appears aesthetically. i think the issue u might be coming up against is the granularity of it - flow and look are to be understood on an instruction by instruction basis, u cant make an overarching question of the game over it. if u were to phrase it into a question, i think itd be like "what does [this specific process] direct and how does it do it?", which would be applied individually
diy vs dictated has a similar-ish issue of granularity, as a lot of games have small intentioned spaces as many games have big ones, sp a broad sweeping "how much work does the Player need to do to make the game work" or "how much creative agency does the Player have in the play experience" are only really useful in the latter but not the former. sometimes thats enough but if we were to narrow the scope, something like "what intentioned spaces are littered throughout the game (if any)? how do these affect the outputs?" might be usable
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
https://quill-feather.itch.io/these-turtles-kill-fascists
THESE TURTLES KILL FASCISTS is a simple one-page TTRPG based on Teenage Mutant Ninja Turtles. In this game, you and your group play as mystic ninja heroes (whether as mutants, humans, or yokai) fighting for a better world in a future cyberpunk dystopian New York City. Your GM will guide you through the neon grit and grime of 2187, pushing you into trouble and peril in your pursuit for revolution. You'll face off against the corporations who drive the current state of affairs and the vile cretins who seek to make it even worse.







