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Games People Play: Looking at the Gaming Aspects of D&D
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<blockquote data-quote="Pedantic" data-source="post: 8987369" data-attributes="member: 6690965"><p>I think you're translating a bit too literally from CRPGs here. You can still build up a body of knowledge about how to handle problems within the constraints of a system, even if unique problems aren't generally repeatable, and preparation for specific problems is also possible with adequate sign posting. There's absolutely procedures of play you can generalize and improve on over time.</p><p></p><p>That, and the structural loop of a long form campaign game means that while you might not face the same 3 fire giant encounter, you're going to face a lot of encounters and learn widely applicable combat options as they keep coming up, and in classic D&D, you're going to walk into several dungeons. Plus, there is still a body of knowledge you're building up that people occasional grump about as metagaming, but no one seriously expects players to ignore. Everyone eventually internalizes that undead don't breath, that outsiders have various elemental resistances, that certain spell effects come online at various levels and so on.</p><p></p><p>You're very focused here on precision and strategy as measures of skilled gameplay. Making the right inputs at the right time, and having the right plan, but I'd say that skilled gameplay in TTRPGs is mostly tactical. The better videogame analogy is a strategy roguelike, something like Slay the Spire. You're ultimate knowledge is going to be less granular than it is in that game, where you'll eventually memorize every enemy's attack patterns and possible move sets and appearance rate, but the same general principle of building a core deck that has the tools to handle all of them and then navigating its expression round to round as each semi-random situation unfolds is similar.</p><p></p><p>The big difference is just that a TTRPG needs to be calibrated so that all content can be sight read, assuming a reasonable baseline knowledge of the game, because you're not going to get to try it again. That, and we offload the question of scaling the game to player skill entirely to the GM who's expected to get it right.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8987369, member: 6690965"] I think you're translating a bit too literally from CRPGs here. You can still build up a body of knowledge about how to handle problems within the constraints of a system, even if unique problems aren't generally repeatable, and preparation for specific problems is also possible with adequate sign posting. There's absolutely procedures of play you can generalize and improve on over time. That, and the structural loop of a long form campaign game means that while you might not face the same 3 fire giant encounter, you're going to face a lot of encounters and learn widely applicable combat options as they keep coming up, and in classic D&D, you're going to walk into several dungeons. Plus, there is still a body of knowledge you're building up that people occasional grump about as metagaming, but no one seriously expects players to ignore. Everyone eventually internalizes that undead don't breath, that outsiders have various elemental resistances, that certain spell effects come online at various levels and so on. You're very focused here on precision and strategy as measures of skilled gameplay. Making the right inputs at the right time, and having the right plan, but I'd say that skilled gameplay in TTRPGs is mostly tactical. The better videogame analogy is a strategy roguelike, something like Slay the Spire. You're ultimate knowledge is going to be less granular than it is in that game, where you'll eventually memorize every enemy's attack patterns and possible move sets and appearance rate, but the same general principle of building a core deck that has the tools to handle all of them and then navigating its expression round to round as each semi-random situation unfolds is similar. The big difference is just that a TTRPG needs to be calibrated so that all content can be sight read, assuming a reasonable baseline knowledge of the game, because you're not going to get to try it again. That, and we offload the question of scaling the game to player skill entirely to the GM who's expected to get it right. [/QUOTE]
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