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I’m super excited to give Barkeep on the Borderlands a go! :D

Also, this paragraph stuck out to me:

Before we take a look at Barkeep, I want to drop a few quick examples to demonstrate how tone can be affected by writing, mechanics, art, etc. I firmly believe that the tone communicated by an RPG author is inteded to be replicated by the GM. So while you could run Blades in the Dark as a sexy dating game, I don’t think that would properly reflect the game’s tone.

I absolutely agree. Burning Wheel has stuck with me for a decade and a half, even though I haven’t played it yet, because it’s the first time I opened a game with a clear authorial voice, and it was explicitly explaining to you not just how, but why the rules work the way they do.

Obviously that’s an extremely explicit example, but it’s also something that clicked for me with the -Borg games. The ratio of style to substance greatly favors style. That’s not to knock the substance, but the games are light and, to be honest, pretty standard for a new-school renaissance type game. It’s not that the rule book is also, separately, an art book. It’s that, when the rule book is an art book, then the acts of bringing it to the table and opening it up to reference the rules become acts that set and reinforce a tone. It made me realize that all games do this, even if it’s sometimes unsuccessful, or negligible.

Heck, to go back to Burning Wheel, I love the digest-sized hardcover with matte pages, because it looks and feels like a novel, and I think the game intends to create that style of play. I might join a Fabula Ultima game, and that rulebook looks and feels like a manga, which had to be intentional. It works.

So I really jive with what the author says about how RPGs should communicate their intentions, especially tone in an adventure like this. Obviously any GM will put their own spin on the performance, but hey, if they’re laughing and having fun just reading through potential encounters, that’s the vibe the GM is going to cultivate in turn. :)

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