Roleplaying games have traditionally asked us to learn them in the most difficult manner possible: reading a huge book to absorb complex systems all at once, from one, big info-dump. Fluency play tries to change that by teaching games the way humans learn—by doing. By continuously adding the next effortless thing, fluency play builds up your “fluency” in the “language” of the game. Along the way, it addresses issues like flow, warming up, and pulling character creation into play just for kicks.
- 0:51 Warm-up games (parts 1 and 2)
- 3:02 Fluency play is not warm-up games
- 3:20 The Pedagogy of Play (parts 1,2,3 and 4)
- 3:41 How do we learn?
- 5:52 Defining “Fluency Play“
- 6:09 Learning from video games
- 7:24 Reading Penny for My Thoughts
- 7:56 Initiations in Dogs in the Vineyard
- 8:39 The current state of affairs
- 10:16 D&D 4E’s nod to fluency play
- 11:07 Where Are Your Keys?
- 11:38 Travels with Charlie
- 12:45 The next effortless thing
- 13:46 The Learning Revolution
- 14:03 Not just the first time
- 15:29 Example: our Mouse Guard campaign
- 17:50 Existing hacks: Polaris & Mouse Guard
- 19:25 Fluency means flow
- 19:49 Mihaly Csikszentmihalyi’s Flow
- 22:46 Human judgment and responsive systems
- 24:58 Designing for fluency
- 26:58 Selling your group on fluency play
- 29:03 Final thoughts
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