Scheduling and design

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Hey, you can’t get away with saying this and then not following up with examples! :slight_smile:

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Well, there are a number of directions game designers could go to make RPGs that fit better in a different social context than the one assumed by most games. An old one that’s ripe for re-exploration is play-by-post. Rori Montford’s recent games, like Dead Letter Society and The Almanac of Sanguine Paths, show some of the potential of those design patterns.

I’d say Wolves Upon the Coast campaigns are also an experiment necessitated by the social constraints of adulthood. They deal with the scheduling problem by de-emphasizing week-to-week continuity and the narrative focus on a single set of heroes. That’s a pattern other games could pick up and explore more thoroughly.

Another way to go about it might be to condense play so that smaller sessions offer equivalent satisfactions. I suspect that part of the reason Blades in the Dark was such a hit is that you can sit down and pull off a score plus some downtime in about an hour’s worth of play. It doesn’t really solve the problem of getting the same group together week after week, but it does lower the time commitment once you’ve got people on board.

I think there are probably also some asynchronous possibilities out there, and probably a number of ideas I haven’t even imagined. I’m interested in what people can come up with, but I think the process really starts with letting go of a lot of preconceived notions about the ideal RPG experience, which might make solutions diffuculg to approach from an OSR perspective.

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thing is though… in person, regular games, campaign style are pretty amazing.

offers encouragement
STEP UP PEOPLE! clear the calendars and stop being flakes!

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I think there could especially be something cool about a different format if you are in an environment where you and your group are often available but only for a short time. Lunch hour games at the office would be an example, or a game with the neighbors.

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