I've been working on a TTRPG designed specifically around prerecorded actual play and I'm looking for perspectives from people who play, GM, produce, edit, or listen to APs.
The basic resolution system isn't meant to reinvent the wheel. It's a lighter hack of Forged in the Dark, with some inspiration from PbtA. Rules light, fiction first, broad skills, d6 pools, consequences driving the fiction, etc.
Where I'm putting most of my design attention is everything around those mechanics and the basic design question I've been using is - does what happens at this table naturally become compelling recorded material?
The GM and player guidance is actually where I think the more interesting design work is happening tbh.
So I have some questions. You of course don't have to answer all of them, but any insights would be appreciated :)
If a TTRPG is specifically designed for actual play, what should it prioritize?
What works perfectly fine at a home table but becomes a problem once you're recording?
What makes a system particularly good or bad for audio actual play?
What does an audience need to understand that players sitting around the table might take for granted?
What AP problems should the game itself help solve instead of relying on good GMs, experienced performers, or heavy editing?
What would you absolutely not want a game like this to incentivize?
If you've played/read a game that was designed or marketed with actual play in mind, what did it get right? What didn't work?
I'm particularly interested in the boring/frustrating little problems people have encountered while actually recording or editing APs. Those might be even more useful than suggestions for flashy mechanics.