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If I were to encapsulate the theory briefly but succinctly, I think I would say: Roleplaying games have the potential to evoke in players a type of amusement not achievable through any other form of entertainment; namely, a creative agenda called "Epic Simulationism".

Expounding a bit more on this creative agenda is best done by comparing and contrasting it to other creative agendae:


Epic Simulationism is the "Why?" of the tabletop roleplaying game I am attempting to build, the "target" of play. Therefore, it becomes the Fruitful Void I aim to achieve. If my efforts to produce a tabletop roleplaying game are to be considered successful, the players should be able to easily and reliably produce Epic Simulationism using the tools of the game.

FruitfulBigModel.png


With the theory fixed, I now turn to design to answer the question of "How?"

Design Point - The Fruitful Void versus the Reward Cycle; Treasure, Experience, and Character Death


In the defacto standard


STUFF TO TALK ABOUT -

An index of Chapters of the Design Document is shown here -