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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="Pedantic" data-source="post: 9088498" data-attributes="member: 6690965"><p>I'm of two minds about this. On the one hand, I meet my friend S for breakfast most weekends, and half of what we end up doing is discussing his fan history projects for under-served parts of Star Trek history. Last week we spun out an attempt to build a reasonably functioning form of empire that could work, given the just insanely duplicitous portrayal of Romulans to date, which then moved on to a discussion about the role of art in our fan society. Give or take structured play, that more or less fits the pattern that [USER=71699]@clearstream[/USER] proposed as an activity and the only real reward was doing more of it, or possibly writing it down in a faux non-fiction style.</p><p></p><p>On the other hand, I've always approached simulation from a game-first perspective. I'd argue a fairly robust process simulation is necessary to fully address the parts of TTRPGs that make them interesting as games. They're uniquely positioned to take in a lot more player action declarations than any other format, giving players a much broader position in which to make choices and deploy strategies. If you're not going to lean in to that space for the game, then I don't see a compelling argument that a TTRPG would serve your purposes better than a board game. </p><p></p><p>Of great concern to me has been trying to align player and character incentives to the best of the design's ability at all times. A player playing well should ideally end up effortlessly modeling their character's best attempts to achieve their goals. This is, admittedly, genre limited; it works very well in high fantasy adventure or something like Star Trek, where competence is both expected and normal, and character's inner worlds are summarized and explicated primarily by their goals.</p><p></p><p>Perhaps that's a gamist orientation that's drifting more than anything, but I think that's a reasonable reward for a consistent, explicated setting. It has properties that can be exploited because they are established.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9088498, member: 6690965"] I'm of two minds about this. On the one hand, I meet my friend S for breakfast most weekends, and half of what we end up doing is discussing his fan history projects for under-served parts of Star Trek history. Last week we spun out an attempt to build a reasonably functioning form of empire that could work, given the just insanely duplicitous portrayal of Romulans to date, which then moved on to a discussion about the role of art in our fan society. Give or take structured play, that more or less fits the pattern that [USER=71699]@clearstream[/USER] proposed as an activity and the only real reward was doing more of it, or possibly writing it down in a faux non-fiction style. On the other hand, I've always approached simulation from a game-first perspective. I'd argue a fairly robust process simulation is necessary to fully address the parts of TTRPGs that make them interesting as games. They're uniquely positioned to take in a lot more player action declarations than any other format, giving players a much broader position in which to make choices and deploy strategies. If you're not going to lean in to that space for the game, then I don't see a compelling argument that a TTRPG would serve your purposes better than a board game. Of great concern to me has been trying to align player and character incentives to the best of the design's ability at all times. A player playing well should ideally end up effortlessly modeling their character's best attempts to achieve their goals. This is, admittedly, genre limited; it works very well in high fantasy adventure or something like Star Trek, where competence is both expected and normal, and character's inner worlds are summarized and explicated primarily by their goals. Perhaps that's a gamist orientation that's drifting more than anything, but I think that's a reasonable reward for a consistent, explicated setting. It has properties that can be exploited because they are established. [/QUOTE]
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